diff --git a/Engine/source/T3D/gameTSCtrl.cpp b/Engine/source/T3D/gameTSCtrl.cpp index f4f5543db..65fa2a72b 100644 --- a/Engine/source/T3D/gameTSCtrl.cpp +++ b/Engine/source/T3D/gameTSCtrl.cpp @@ -45,8 +45,177 @@ ConsoleDocClass( GameTSCtrl, "@brief The main 3D viewport for a Torque 3D game.\n\n" "@ingroup Gui3D\n"); +IMPLEMENT_CALLBACK(GameTSCtrl, onMouseDown, void, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector), (screenPosition, worldPosition, clickVector), + "@brief Callback that occurs whenever the left mouse button is pressed while in this control.\n\n" + "@param screenPosition Position of screen when mouse was pressed during this callback.\n\n" + "@param worldPosition Position of world when mouse was pressed during this callback.\n\n" + "@param clickVector Vector for the click when mouse was pressed during this callback.\n\n" + "@tsexample\n" + "// Mouse was pressed down in this control, causing the callback\n" + "GameTSCtrl::onMouseDown(%this,%screenPosition,%worldPosition,%clickVector)\n" + "{\n" + " // Code to call when a mouse event occurs.\n" + "}\n" + "@endtsexample\n\n" +); + +IMPLEMENT_CALLBACK(GameTSCtrl, onRightMouseDown, void, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector), (screenPosition, worldPosition, clickVector), + "@brief Callback that occurs whenever the right mouse button is pressed while in this control.\n\n" + "@param screenPosition Position of screen when mouse was pressed during this callback.\n\n" + "@param worldPosition Position of world when mouse was pressed during this callback.\n\n" + "@param clickVector Vector for the click when mouse was pressed during this callback.\n\n" + "@tsexample\n" + "// Mouse was pressed down in this control, causing the callback\n" + "GameTSCtrl::onRightMouseDown(%this,%screenPosition,%worldPosition,%clickVector)\n" + "{\n" + " // Code to call when a mouse event occurs.\n" + "}\n" + "@endtsexample\n\n" +); + +IMPLEMENT_CALLBACK(GameTSCtrl, onMiddleMouseDown, void, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector), (screenPosition, worldPosition, clickVector), + "@brief Callback that occurs whenever the middle mouse button is pressed while in this control.\n\n" + "@param screenPosition Position of screen when mouse was pressed during this callback.\n\n" + "@param worldPosition Position of world when mouse was pressed during this callback.\n\n" + "@param clickVector Vector for the click when mouse was pressed during this callback.\n\n" + "@tsexample\n" + "// Mouse was pressed down in this control, causing the callback\n" + "GameTSCtrl::onMiddleMouseDown(%this,%screenPosition,%worldPosition,%clickVector)\n" + "{\n" + " // Code to call when a mouse event occurs.\n" + "}\n" + "@endtsexample\n\n" +); + +IMPLEMENT_CALLBACK(GameTSCtrl, onMouseUp, void, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector), (screenPosition, worldPosition, clickVector), + "@brief Callback that occurs whenever the left mouse button is released while in this control.\n\n" + "@param screenPosition Position of screen when mouse was released during this callback.\n\n" + "@param worldPosition Position of world when mouse was released during this callback.\n\n" + "@param clickVector Vector for the click when mouse was released during this callback.\n\n" + "@tsexample\n" + "// Mouse was released down in this control, causing the callback\n" + "GameTSCtrl::onMouseUp(%this,%screenPosition,%worldPosition,%clickVector)\n" + "{\n" + " // Code to call when a mouse event occurs.\n" + "}\n" + "@endtsexample\n\n" +); + +IMPLEMENT_CALLBACK(GameTSCtrl, onRightMouseUp, void, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector), (screenPosition, worldPosition, clickVector), + "@brief Callback that occurs whenever the right mouse button is released while in this control.\n\n" + "@param screenPosition Position of screen when mouse was released during this callback.\n\n" + "@param worldPosition Position of world when mouse was released during this callback.\n\n" + "@param clickVector Vector for the click when mouse was released during this callback.\n\n" + "@tsexample\n" + "// Mouse was released down in this control, causing the callback\n" + "GameTSCtrl::onRightMouseUp(%this,%screenPosition,%worldPosition,%clickVector)\n" + "{\n" + " // Code to call when a mouse event occurs.\n" + "}\n" + "@endtsexample\n\n" +); + +IMPLEMENT_CALLBACK(GameTSCtrl, onMiddleMouseUp, void, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector), (screenPosition, worldPosition, clickVector), + "@brief Callback that occurs whenever the middle mouse button is released while in this control.\n\n" + "@param screenPosition Position of screen when mouse was released during this callback.\n\n" + "@param worldPosition Position of world when mouse was released during this callback.\n\n" + "@param clickVector Vector for the click when mouse was released during this callback.\n\n" + "@tsexample\n" + "// Mouse was released down in this control, causing the callback\n" + "GameTSCtrl::onMiddleMouseUp(%this,%screenPosition,%worldPosition,%clickVector)\n" + "{\n" + " // Code to call when a mouse event occurs.\n" + "}\n" + "@endtsexample\n\n" +); + +IMPLEMENT_CALLBACK(GameTSCtrl, onMouseDragged, void, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector), (screenPosition, worldPosition, clickVector), + "@brief Callback that occurs whenever the left mouse button is dragged while in this control.\n\n" + "@param screenPosition Position of screen when mouse was dragged during this callback.\n\n" + "@param worldPosition Position of world when mouse was dragged during this callback.\n\n" + "@param clickVector Vector for the click when mouse was dragged during this callback.\n\n" + "@tsexample\n" + "// Mouse was dragged down in this control, causing the callback\n" + "GameTSCtrl::onMouseDragged(%this,%screenPosition,%worldPosition,%clickVector)\n" + "{\n" + " // Code to call when a mouse event occurs.\n" + "}\n" + "@endtsexample\n\n" +); + +IMPLEMENT_CALLBACK(GameTSCtrl, onRightMouseDragged, void, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector), (screenPosition, worldPosition, clickVector), + "@brief Callback that occurs whenever the right mouse button is dragged while in this control.\n\n" + "@param screenPosition Position of screen when mouse was dragged during this callback.\n\n" + "@param worldPosition Position of world when mouse was dragged during this callback.\n\n" + "@param clickVector Vector for the click when mouse was dragged during this callback.\n\n" + "@tsexample\n" + "// Mouse was dragged down in this control, causing the callback\n" + "GameTSCtrl::onRightMouseDragged(%this,%screenPosition,%worldPosition,%clickVector)\n" + "{\n" + " // Code to call when a mouse event occurs.\n" + "}\n" + "@endtsexample\n\n" +); + +IMPLEMENT_CALLBACK(GameTSCtrl, onMiddleMouseDragged, void, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector), (screenPosition, worldPosition, clickVector), + "@brief Callback that occurs whenever the middle mouse button is dragged while in this control.\n\n" + "@param screenPosition Position of screen when mouse was dragged during this callback.\n\n" + "@param worldPosition Position of world when mouse was dragged during this callback.\n\n" + "@param clickVector Vector for the click when mouse was dragged during this callback.\n\n" + "@tsexample\n" + "// Mouse was dragged down in this control, causing the callback\n" + "GameTSCtrl::onMiddleMouseDragged(%this,%screenPosition,%worldPosition,%clickVector)\n" + "{\n" + " // Code to call when a mouse event occurs.\n" + "}\n" + "@endtsexample\n\n" +); + +IMPLEMENT_CALLBACK(GameTSCtrl, onMouseWheelUp, void, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector), (screenPosition, worldPosition, clickVector), + "@brief Callback that occurs whenever the mouse wheel up is pressed while in this control.\n\n" + "@param screenPosition Position of screen when mouse wheel up was pressed during this callback.\n\n" + "@param worldPosition Position of world when mouse wheel up was pressed during this callback.\n\n" + "@param clickVector Vector for the click when mouse wheel up was pressed during this callback.\n\n" + "@tsexample\n" + "// Mouse wheel up was pressed in this control, causing the callback\n" + "GameTSCtrl::onMouseWheelUp(%this,%screenPosition,%worldPosition,%clickVector)\n" + "{\n" + " // Code to call when a mouse event occurs.\n" + "}\n" + "@endtsexample\n\n" +); + +IMPLEMENT_CALLBACK(GameTSCtrl, onMouseWheelDown, void, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector), (screenPosition, worldPosition, clickVector), + "@brief Callback that occurs whenever the mouse wheel down is pressed while in this control.\n\n" + "@param screenPosition Position of screen when mouse wheel down was pressed during this callback.\n\n" + "@param worldPosition Position of world when mouse wheel down was pressed during this callback.\n\n" + "@param clickVector Vector for the click when mouse wheel down was pressed during this callback.\n\n" + "@tsexample\n" + "// Mouse wheel down was pressed in this control, causing the callback\n" + "GameTSCtrl::onMouseWheelDown(%this,%screenPosition,%worldPosition,%clickVector)\n" + "{\n" + " // Code to call when a mouse event occurs.\n" + "}\n" + "@endtsexample\n\n" +); + +IMPLEMENT_CALLBACK(GameTSCtrl, onMouseMove, void, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector), (screenPosition, worldPosition, clickVector), + "@brief Callback that occurs whenever the mouse is moved (without dragging) while in this control.\n\n" + "@param screenPosition Position of screen when mouse was moved during this callback.\n\n" + "@param worldPosition Position of world when mouse was moved during this callback.\n\n" + "@param clickVector Vector for the click when mouse was moved during this callback.\n\n" + "@tsexample\n" + "// Mouse was moved down in this control, causing the callback\n" + "GameTSCtrl::onMouseMove(%this,%screenPosition,%worldPosition,%clickVector)\n" + "{\n" + " // Code to call when a mouse event occurs.\n" + "}\n" + "@endtsexample\n\n" +); + GameTSCtrl::GameTSCtrl() { + mFrameTime = PlatformTimer::create(); } //--------------------------------------------------------------------------- @@ -71,71 +240,136 @@ void GameTSCtrl::renderWorld(const RectI &updateRect) GameRenderWorld(); } -//--------------------------------------------------------------------------- -void GameTSCtrl::makeScriptCall(const char *func, const GuiEvent &evt) const +//------------------------------------------------------------------------------ +void GameTSCtrl::sendMouseEvent(const char *name, const GuiEvent &event) { // write screen position - char *sp = Con::getArgBuffer(32); - dSprintf(sp, 32, "%d %d", evt.mousePoint.x, evt.mousePoint.y); + Point2I screenPosition = event.mousePoint; // write world position - char *wp = Con::getArgBuffer(32); - Point3F camPos; - mLastCameraQuery.cameraMatrix.getColumn(3, &camPos); - dSprintf(wp, 32, "%g %g %g", camPos.x, camPos.y, camPos.z); + Point3F worldPosition; + mLastCameraQuery.cameraMatrix.getColumn(3, &worldPosition); // write click vector - char *vec = Con::getArgBuffer(32); - Point3F fp(evt.mousePoint.x, evt.mousePoint.y, 1.0); - Point3F ray; - unproject(fp, &ray); - ray -= camPos; - ray.normalizeSafe(); - dSprintf(vec, 32, "%g %g %g", ray.x, ray.y, ray.z); + Point3F fp(event.mousePoint.x, event.mousePoint.y, 1.0); + Point3F clickVector; + unproject(fp, &clickVector); + clickVector -= worldPosition; + clickVector.normalizeSafe(); - Con::executef( (SimObject*)this, func, sp, wp, vec ); + if (dStricmp(name, "onMouseDown") == 0) + onMouseDown_callback(screenPosition, worldPosition, clickVector); + else if (dStricmp(name, "onRightMouseDown") == 0) + onRightMouseDown_callback(screenPosition, worldPosition, clickVector); + else if (dStricmp(name, "onMiddleMouseDown") == 0) + onMiddleMouseDown_callback(screenPosition, worldPosition, clickVector); + else if (dStricmp(name, "onMouseUp") == 0) + onMouseUp_callback(screenPosition, worldPosition, clickVector); + else if (dStricmp(name, "onRightMouseUp") == 0) + onRightMouseUp_callback(screenPosition, worldPosition, clickVector); + else if (dStricmp(name, "onMiddleMouseUp") == 0) + onMiddleMouseUp_callback(screenPosition, worldPosition, clickVector); + else if (dStricmp(name, "onMouseDragged") == 0) + onMouseDragged_callback(screenPosition, worldPosition, clickVector); + else if (dStricmp(name, "onRightMouseDragged") == 0) + onRightMouseDragged_callback(screenPosition, worldPosition, clickVector); + else if (dStricmp(name, "onMiddleMouseDragged") == 0) + onMiddleMouseDragged_callback(screenPosition, worldPosition, clickVector); + else if (dStricmp(name, "onMouseWheelUp") == 0) + onMouseWheelUp_callback(screenPosition, worldPosition, clickVector); + else if (dStricmp(name, "onMouseWheelDown") == 0) + onMouseWheelDown_callback(screenPosition, worldPosition, clickVector); + else if (dStricmp(name, "onMouseMove") == 0) + onMouseMove_callback(screenPosition, worldPosition, clickVector); } void GameTSCtrl::onMouseDown(const GuiEvent &evt) { Parent::onMouseDown(evt); - if( isMethod( "onMouseDown" ) ) - makeScriptCall( "onMouseDown", evt ); + + sendMouseEvent("onMouseDown", evt); } void GameTSCtrl::onRightMouseDown(const GuiEvent &evt) { Parent::onRightMouseDown(evt); - if( isMethod( "onRightMouseDown" ) ) - makeScriptCall( "onRightMouseDown", evt ); + + sendMouseEvent("onRightMouseDown", evt); } void GameTSCtrl::onMiddleMouseDown(const GuiEvent &evt) { Parent::onMiddleMouseDown(evt); - if( isMethod( "onMiddleMouseDown" ) ) - makeScriptCall( "onMiddleMouseDown", evt ); + + sendMouseEvent("onMiddleMouseDown", evt); } void GameTSCtrl::onMouseUp(const GuiEvent &evt) { Parent::onMouseUp(evt); - if( isMethod( "onMouseUp" ) ) - makeScriptCall( "onMouseUp", evt ); + + sendMouseEvent("onMouseUp", evt); } void GameTSCtrl::onRightMouseUp(const GuiEvent &evt) { Parent::onRightMouseUp(evt); - if( isMethod( "onRightMouseUp" ) ) - makeScriptCall( "onRightMouseUp", evt ); + + sendMouseEvent("onRightMouseUp", evt); } void GameTSCtrl::onMiddleMouseUp(const GuiEvent &evt) { Parent::onMiddleMouseUp(evt); - if( isMethod( "onMiddleMouseUp" ) ) - makeScriptCall( "onMiddleMouseUp", evt ); + + sendMouseEvent("onMiddleMouseUp", evt); +} + +void GameTSCtrl::onMouseDragged(const GuiEvent &evt) +{ + Parent::onMouseDragged(evt); + + if (mFrameTime && mFrameTime->getElapsedMs() > 16) + { + sendMouseEvent("onMouseDragged", evt); + mFrameTime->reset(); + } +} + +void GameTSCtrl::onRightMouseDragged(const GuiEvent &evt) +{ + Parent::onRightMouseDragged(evt); + + if (mFrameTime && mFrameTime->getElapsedMs() > 16) + { + sendMouseEvent("onRightMouseDragged", evt); + mFrameTime->reset(); + } +} + +void GameTSCtrl::onMiddleMouseDragged(const GuiEvent &evt) +{ + Parent::onMiddleMouseDragged(evt); + + if (mFrameTime && mFrameTime->getElapsedMs() > 16) + { + sendMouseEvent("onMiddleMouseDragged", evt); + mFrameTime->reset(); + } +} + +bool GameTSCtrl::onMouseWheelUp(const GuiEvent &evt) +{ + sendMouseEvent("onMouseWheelUp", evt); + + return Parent::onMouseWheelUp(evt); +} + +bool GameTSCtrl::onMouseWheelDown(const GuiEvent &evt) +{ + sendMouseEvent("onMouseWheelDown", evt); + + return Parent::onMouseWheelDown(evt); } void GameTSCtrl::onMouseMove(const GuiEvent &evt) @@ -158,8 +392,12 @@ void GameTSCtrl::onMouseMove(const GuiEvent &evt) lineTestEnd = pos + vec * 1000; } } - if (isMethod("onMouseMove")) - makeScriptCall("onMouseMove", evt); + + if (mFrameTime->getElapsedMs() > 16) + { + sendMouseEvent("onMouseMove", evt); + mFrameTime->reset(); + } } void GameTSCtrl::onRender(Point2I offset, const RectI &updateRect) diff --git a/Engine/source/T3D/gameTSCtrl.h b/Engine/source/T3D/gameTSCtrl.h index f3c3c7d08..c3be615f8 100644 --- a/Engine/source/T3D/gameTSCtrl.h +++ b/Engine/source/T3D/gameTSCtrl.h @@ -39,11 +39,31 @@ class GameTSCtrl : public GuiTSCtrl private: typedef GuiTSCtrl Parent; - void makeScriptCall(const char *func, const GuiEvent &evt) const; + void sendMouseEvent(const char *name, const GuiEvent &evt); + +protected: + PlatformTimer *mFrameTime; public: GameTSCtrl(); + /// @name Callbacks + /// @{ + + DECLARE_CALLBACK(void, onMouseDown, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector)); + DECLARE_CALLBACK(void, onRightMouseDown, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector)); + DECLARE_CALLBACK(void, onMiddleMouseDown, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector)); + DECLARE_CALLBACK(void, onMouseUp, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector)); + DECLARE_CALLBACK(void, onRightMouseUp, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector)); + DECLARE_CALLBACK(void, onMiddleMouseUp, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector)); + DECLARE_CALLBACK(void, onMouseDragged, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector)); + DECLARE_CALLBACK(void, onRightMouseDragged, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector)); + DECLARE_CALLBACK(void, onMiddleMouseDragged, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector)); + DECLARE_CALLBACK(void, onMouseWheelUp, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector)); + DECLARE_CALLBACK(void, onMouseWheelDown, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector)); + DECLARE_CALLBACK(void, onMouseMove, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector)); + /// } + DECLARE_CONOBJECT(GameTSCtrl); DECLARE_DESCRIPTION( "A control that renders a 3D view from the current control object." ); @@ -59,6 +79,13 @@ public: void onRightMouseUp(const GuiEvent &evt) override; void onMiddleMouseUp(const GuiEvent &evt) override; + void onMouseDragged(const GuiEvent &evt); + void onRightMouseDragged(const GuiEvent &evt); + void onMiddleMouseDragged(const GuiEvent &evt); + + bool onMouseWheelUp(const GuiEvent &evt); + bool onMouseWheelDown(const GuiEvent &evt); + void onMouseMove(const GuiEvent &evt) override; void onRender(Point2I offset, const RectI &updateRect) override; diff --git a/Engine/source/materials/processedShaderMaterial.cpp b/Engine/source/materials/processedShaderMaterial.cpp index 12885a7cf..c1bab8dfa 100644 --- a/Engine/source/materials/processedShaderMaterial.cpp +++ b/Engine/source/materials/processedShaderMaterial.cpp @@ -1332,7 +1332,7 @@ void ProcessedShaderMaterial::setSceneInfo(SceneRenderState * state, const Scene if (sgData.cubemap) shaderConsts->setSafe(handles->mCubeMipsSC, (F32)sgData.cubemap->getMipMapLevels()); else - shaderConsts->setSafe(handles->mCubeMipsSC, 1.0f); + shaderConsts->setSafe(handles->mCubeMipsSC, (F32)getBinLog2(PROBEMGR->getProbeTexSize())); shaderConsts->setSafe(handles->mVisiblitySC, sgData.visibility); diff --git a/Templates/BaseGame/game/core/rendering/images/brdfTexture.dds b/Templates/BaseGame/game/core/rendering/images/brdfTexture.dds index 851bd0eaf..8f59c0a45 100644 Binary files a/Templates/BaseGame/game/core/rendering/images/brdfTexture.dds and b/Templates/BaseGame/game/core/rendering/images/brdfTexture.dds differ diff --git a/Templates/BaseGame/game/core/rendering/shaders/gl/lighting.glsl b/Templates/BaseGame/game/core/rendering/shaders/gl/lighting.glsl index 315e3434c..8f67787b3 100644 --- a/Templates/BaseGame/game/core/rendering/shaders/gl/lighting.glsl +++ b/Templates/BaseGame/game/core/rendering/shaders/gl/lighting.glsl @@ -319,7 +319,7 @@ float computeSpecOcclusion( float NdotV , float AO , float roughness ) float roughnessToMipLevel(float roughness, float numMips) { - return saturate((roughness * numMips) - (pow(roughness, 6.0) * (numMips * 0.125))); + return roughness * (numMips+1.0); } vec4 compute4Lights( Surface surface, @@ -585,10 +585,14 @@ vec4 computeForwardProbes(Surface surface, vec2 envBRDF = textureLod(BRDFTexture, vec2(surface.NdotV, surface.roughness),0).rg; vec3 diffuse = irradiance * lerp(surface.baseColor.rgb, vec3(0.04f,0.04f,0.04f), surface.metalness); - vec3 specularCol = ((specular + surface.baseColor.rgb) * envBRDF.x + envBRDF.y)*surface.metalness; + vec3 specularCol = ((specular * surface.baseColor.rgb) * envBRDF.x + envBRDF.y)*surface.metalness; + + float horizonOcclusion = 1.3; + float horizon = saturate( 1 + horizonOcclusion * dot(surface.R, surface.N)); + horizon *= horizon; // Final color output after environment lighting - vec3 finalColor = diffuse + specularCol; + vec3 finalColor = diffuse + specularCol * horizon; finalColor *= surface.ao; if(isCapturing == 1) @@ -738,10 +742,14 @@ vec4 debugVizForwardProbes(Surface surface, vec2 envBRDF = textureLod(BRDFTexture, vec2(surface.NdotV, surface.roughness),0).rg; vec3 diffuse = irradiance * lerp(surface.baseColor.rgb, vec3(0.04f,0.04f,0.04f), surface.metalness); - vec3 specularCol = ((specular + surface.baseColor.rgb) * envBRDF.x + envBRDF.y)*surface.metalness; + vec3 specularCol = ((specular * surface.baseColor.rgb) * envBRDF.x + envBRDF.y)*surface.metalness; + + float horizonOcclusion = 1.3; + float horizon = saturate( 1 + horizonOcclusion * dot(surface.R, surface.N)); + horizon *= horizon; // Final color output after environment lighting - vec3 finalColor = diffuse + specularCol; + vec3 finalColor = diffuse + specularCol * horizon; finalColor *= surface.ao; if(isCapturing == 1) diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting.hlsl b/Templates/BaseGame/game/core/rendering/shaders/lighting.hlsl index c125fe9e6..b263d0250 100644 --- a/Templates/BaseGame/game/core/rendering/shaders/lighting.hlsl +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting.hlsl @@ -320,7 +320,7 @@ float computeSpecOcclusion( float NdotV , float AO , float roughness ) float roughnessToMipLevel(float roughness, float numMips) { - return saturate((roughness * numMips) - (pow(roughness, 6.0) * (numMips * 0.125))); + return roughness * (numMips+1.0); } float4 compute4Lights( Surface surface, @@ -591,7 +591,7 @@ float4 computeForwardProbes(Surface surface, float2 envBRDF = TORQUE_TEX2DLOD(BRDFTexture, float4(surface.NdotV, surface.roughness,0,0)).rg; float3 diffuse = irradiance * lerp(surface.baseColor.rgb, 0.04f, surface.metalness); - float3 specularCol = ((specular + surface.baseColor.rgb) * envBRDF.x + envBRDF.y)*surface.metalness; + float3 specularCol = ((specular * surface.baseColor.rgb) * envBRDF.x + envBRDF.y)*surface.metalness; float horizonOcclusion = 1.3; float horizon = saturate( 1 + horizonOcclusion * dot(surface.R, surface.N)); @@ -748,7 +748,7 @@ float4 debugVizForwardProbes(Surface surface, float2 envBRDF = TORQUE_TEX2DLOD(BRDFTexture, float4(surface.NdotV, surface.roughness,0,0)).rg; float3 diffuse = irradiance * lerp(surface.baseColor.rgb, 0.04f, surface.metalness); - float3 specularCol = ((specular + surface.baseColor.rgb) * envBRDF.x + envBRDF.y)*surface.metalness; + float3 specularCol = ((specular * surface.baseColor.rgb) * envBRDF.x + envBRDF.y)*surface.metalness; float horizonOcclusion = 1.3; float horizon = saturate( 1 + horizonOcclusion * dot(surface.R, surface.N)); diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/reflectionProbeArrayP.glsl b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/reflectionProbeArrayP.glsl index 7a6869352..4eb3770ac 100644 --- a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/reflectionProbeArrayP.glsl +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/reflectionProbeArrayP.glsl @@ -206,10 +206,14 @@ void main() vec2 envBRDF = textureLod(BRDFTexture, vec2(surface.NdotV, surface.roughness),0).rg; vec3 diffuse = irradiance * lerp(surface.baseColor.rgb, vec3(0.04f,0.04f,0.04f), surface.metalness); - vec3 specularCol = ((specular + surface.baseColor.rgb) * envBRDF.x + envBRDF.y)*surface.metalness; + vec3 specularCol = ((specular * surface.baseColor.rgb) * envBRDF.x + envBRDF.y)*surface.metalness; + + float horizonOcclusion = 1.3; + float horizon = saturate( 1 + horizonOcclusion * dot(surface.R, surface.N)); + horizon *= horizon; // Final color output after environment lighting - vec3 finalColor = diffuse + specularCol; + vec3 finalColor = diffuse + specularCol * horizon; finalColor *= surface.ao; if(isCapturing == 1) diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/reflectionProbeArrayP.hlsl b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/reflectionProbeArrayP.hlsl index 258b0bd78..d26511959 100644 --- a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/reflectionProbeArrayP.hlsl +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/reflectionProbeArrayP.hlsl @@ -194,14 +194,14 @@ float4 main(PFXVertToPix IN) : SV_TARGET float2 envBRDF = TORQUE_TEX2DLOD(BRDFTexture, float4(surface.NdotV, surface.roughness,0,0)).rg; float3 diffuse = irradiance * lerp(surface.baseColor.rgb, 0.04f, surface.metalness); - float3 specularCol = ((specular + surface.baseColor.rgb) * envBRDF.x + envBRDF.y)*surface.metalness; + float3 specularCol = ((specular * surface.baseColor.rgb) * envBRDF.x + envBRDF.y)*surface.metalness; float horizonOcclusion = 1.3; float horizon = saturate( 1 + horizonOcclusion * dot(surface.R, surface.N)); horizon *= horizon; // Final color output after environment lighting - float3 finalColor = diffuse + specularCol; + float3 finalColor = diffuse + specularCol*horizon; finalColor *= surface.ao; if(isCapturing == 1)