Merge remote-tracking branch 'upstream/development' into imageAsset_refactor_rev3

This commit is contained in:
marauder2k7 2025-03-25 21:02:57 +00:00
commit 9ff4c84bc8
8 changed files with 321 additions and 44 deletions

View file

@ -45,8 +45,177 @@ ConsoleDocClass( GameTSCtrl,
"@brief The main 3D viewport for a Torque 3D game.\n\n" "@brief The main 3D viewport for a Torque 3D game.\n\n"
"@ingroup Gui3D\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() GameTSCtrl::GameTSCtrl()
{ {
mFrameTime = PlatformTimer::create();
} }
//--------------------------------------------------------------------------- //---------------------------------------------------------------------------
@ -71,71 +240,136 @@ void GameTSCtrl::renderWorld(const RectI &updateRect)
GameRenderWorld(); GameRenderWorld();
} }
//--------------------------------------------------------------------------- //------------------------------------------------------------------------------
void GameTSCtrl::makeScriptCall(const char *func, const GuiEvent &evt) const void GameTSCtrl::sendMouseEvent(const char *name, const GuiEvent &event)
{ {
// write screen position // write screen position
char *sp = Con::getArgBuffer(32); Point2I screenPosition = event.mousePoint;
dSprintf(sp, 32, "%d %d", evt.mousePoint.x, evt.mousePoint.y);
// write world position // write world position
char *wp = Con::getArgBuffer(32); Point3F worldPosition;
Point3F camPos; mLastCameraQuery.cameraMatrix.getColumn(3, &worldPosition);
mLastCameraQuery.cameraMatrix.getColumn(3, &camPos);
dSprintf(wp, 32, "%g %g %g", camPos.x, camPos.y, camPos.z);
// write click vector // write click vector
char *vec = Con::getArgBuffer(32); Point3F fp(event.mousePoint.x, event.mousePoint.y, 1.0);
Point3F fp(evt.mousePoint.x, evt.mousePoint.y, 1.0); Point3F clickVector;
Point3F ray; unproject(fp, &clickVector);
unproject(fp, &ray); clickVector -= worldPosition;
ray -= camPos; clickVector.normalizeSafe();
ray.normalizeSafe();
dSprintf(vec, 32, "%g %g %g", ray.x, ray.y, ray.z);
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) void GameTSCtrl::onMouseDown(const GuiEvent &evt)
{ {
Parent::onMouseDown(evt); Parent::onMouseDown(evt);
if( isMethod( "onMouseDown" ) )
makeScriptCall( "onMouseDown", evt ); sendMouseEvent("onMouseDown", evt);
} }
void GameTSCtrl::onRightMouseDown(const GuiEvent &evt) void GameTSCtrl::onRightMouseDown(const GuiEvent &evt)
{ {
Parent::onRightMouseDown(evt); Parent::onRightMouseDown(evt);
if( isMethod( "onRightMouseDown" ) )
makeScriptCall( "onRightMouseDown", evt ); sendMouseEvent("onRightMouseDown", evt);
} }
void GameTSCtrl::onMiddleMouseDown(const GuiEvent &evt) void GameTSCtrl::onMiddleMouseDown(const GuiEvent &evt)
{ {
Parent::onMiddleMouseDown(evt); Parent::onMiddleMouseDown(evt);
if( isMethod( "onMiddleMouseDown" ) )
makeScriptCall( "onMiddleMouseDown", evt ); sendMouseEvent("onMiddleMouseDown", evt);
} }
void GameTSCtrl::onMouseUp(const GuiEvent &evt) void GameTSCtrl::onMouseUp(const GuiEvent &evt)
{ {
Parent::onMouseUp(evt); Parent::onMouseUp(evt);
if( isMethod( "onMouseUp" ) )
makeScriptCall( "onMouseUp", evt ); sendMouseEvent("onMouseUp", evt);
} }
void GameTSCtrl::onRightMouseUp(const GuiEvent &evt) void GameTSCtrl::onRightMouseUp(const GuiEvent &evt)
{ {
Parent::onRightMouseUp(evt); Parent::onRightMouseUp(evt);
if( isMethod( "onRightMouseUp" ) )
makeScriptCall( "onRightMouseUp", evt ); sendMouseEvent("onRightMouseUp", evt);
} }
void GameTSCtrl::onMiddleMouseUp(const GuiEvent &evt) void GameTSCtrl::onMiddleMouseUp(const GuiEvent &evt)
{ {
Parent::onMiddleMouseUp(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) void GameTSCtrl::onMouseMove(const GuiEvent &evt)
@ -158,8 +392,12 @@ void GameTSCtrl::onMouseMove(const GuiEvent &evt)
lineTestEnd = pos + vec * 1000; 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) void GameTSCtrl::onRender(Point2I offset, const RectI &updateRect)

View file

@ -39,11 +39,31 @@ class GameTSCtrl : public GuiTSCtrl
private: private:
typedef GuiTSCtrl Parent; typedef GuiTSCtrl Parent;
void makeScriptCall(const char *func, const GuiEvent &evt) const; void sendMouseEvent(const char *name, const GuiEvent &evt);
protected:
PlatformTimer *mFrameTime;
public: public:
GameTSCtrl(); 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_CONOBJECT(GameTSCtrl);
DECLARE_DESCRIPTION( "A control that renders a 3D view from the current control object." ); 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 onRightMouseUp(const GuiEvent &evt) override;
void onMiddleMouseUp(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 onMouseMove(const GuiEvent &evt) override;
void onRender(Point2I offset, const RectI &updateRect) override; void onRender(Point2I offset, const RectI &updateRect) override;

View file

@ -1332,7 +1332,7 @@ void ProcessedShaderMaterial::setSceneInfo(SceneRenderState * state, const Scene
if (sgData.cubemap) if (sgData.cubemap)
shaderConsts->setSafe(handles->mCubeMipsSC, (F32)sgData.cubemap->getMipMapLevels()); shaderConsts->setSafe(handles->mCubeMipsSC, (F32)sgData.cubemap->getMipMapLevels());
else else
shaderConsts->setSafe(handles->mCubeMipsSC, 1.0f); shaderConsts->setSafe(handles->mCubeMipsSC, (F32)getBinLog2(PROBEMGR->getProbeTexSize()));
shaderConsts->setSafe(handles->mVisiblitySC, sgData.visibility); shaderConsts->setSafe(handles->mVisiblitySC, sgData.visibility);

View file

@ -319,7 +319,7 @@ float computeSpecOcclusion( float NdotV , float AO , float roughness )
float roughnessToMipLevel(float roughness, float numMips) 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, vec4 compute4Lights( Surface surface,
@ -585,10 +585,14 @@ vec4 computeForwardProbes(Surface surface,
vec2 envBRDF = textureLod(BRDFTexture, vec2(surface.NdotV, surface.roughness),0).rg; 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 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 // Final color output after environment lighting
vec3 finalColor = diffuse + specularCol; vec3 finalColor = diffuse + specularCol * horizon;
finalColor *= surface.ao; finalColor *= surface.ao;
if(isCapturing == 1) if(isCapturing == 1)
@ -738,10 +742,14 @@ vec4 debugVizForwardProbes(Surface surface,
vec2 envBRDF = textureLod(BRDFTexture, vec2(surface.NdotV, surface.roughness),0).rg; 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 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 // Final color output after environment lighting
vec3 finalColor = diffuse + specularCol; vec3 finalColor = diffuse + specularCol * horizon;
finalColor *= surface.ao; finalColor *= surface.ao;
if(isCapturing == 1) if(isCapturing == 1)

View file

@ -320,7 +320,7 @@ float computeSpecOcclusion( float NdotV , float AO , float roughness )
float roughnessToMipLevel(float roughness, float numMips) 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, 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; 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 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 horizonOcclusion = 1.3;
float horizon = saturate( 1 + horizonOcclusion * dot(surface.R, surface.N)); 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; 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 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 horizonOcclusion = 1.3;
float horizon = saturate( 1 + horizonOcclusion * dot(surface.R, surface.N)); float horizon = saturate( 1 + horizonOcclusion * dot(surface.R, surface.N));

View file

@ -206,10 +206,14 @@ void main()
vec2 envBRDF = textureLod(BRDFTexture, vec2(surface.NdotV, surface.roughness),0).rg; 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 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 // Final color output after environment lighting
vec3 finalColor = diffuse + specularCol; vec3 finalColor = diffuse + specularCol * horizon;
finalColor *= surface.ao; finalColor *= surface.ao;
if(isCapturing == 1) if(isCapturing == 1)

View file

@ -194,14 +194,14 @@ float4 main(PFXVertToPix IN) : SV_TARGET
float2 envBRDF = TORQUE_TEX2DLOD(BRDFTexture, float4(surface.NdotV, surface.roughness,0,0)).rg; 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 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 horizonOcclusion = 1.3;
float horizon = saturate( 1 + horizonOcclusion * dot(surface.R, surface.N)); float horizon = saturate( 1 + horizonOcclusion * dot(surface.R, surface.N));
horizon *= horizon; horizon *= horizon;
// Final color output after environment lighting // Final color output after environment lighting
float3 finalColor = diffuse + specularCol; float3 finalColor = diffuse + specularCol*horizon;
finalColor *= surface.ao; finalColor *= surface.ao;
if(isCapturing == 1) if(isCapturing == 1)