Merge branch 'PBR_ProbeArrayForward' into PBR_ProbeArrayGLWIP

# Conflicts:
#	Engine/source/renderInstance/renderProbeMgr.cpp
This commit is contained in:
AzaezelX 2019-04-16 09:34:01 -05:00
commit a0d1a076d5
5 changed files with 80 additions and 132 deletions

View file

@ -834,7 +834,7 @@ void GFXDevice::setCubeTexture( U32 stage, GFXCubemap *cubemap )
//-----------------------------------------------------------------------------
void GFXDevice::setCubeArrayTexture(U32 stage, GFXCubemapArray *cubemapArray)
{
AssertFatal(stage < getNumSamplers(), "GFXDevice::setTexture - out of range stage!");
AssertFatal(stage < getNumSamplers(), avar("GFXDevice::setTexture - out of range stage! %i>%i", stage, getNumSamplers()));
if (mTexType[stage] == GFXTDT_CubeArray &&
((mTextureDirty[stage] && mNewCubemapArray[stage].getPointer() == cubemapArray) ||

View file

@ -119,7 +119,6 @@ void ProbeRenderInst::set(const ProbeRenderInst *probeInfo)
ProbeShaderConstants::ProbeShaderConstants()
: mInit(false),
mShader(NULL),
mProbeParamsSC(NULL),
mProbePositionSC(NULL),
mProbeRefPosSC(NULL),
mProbeBoxMinSC(NULL),
@ -127,7 +126,10 @@ ProbeShaderConstants::ProbeShaderConstants()
mProbeConfigDataSC(NULL),
mProbeSpecularCubemapSC(NULL),
mProbeIrradianceCubemapSC(NULL),
mProbeCountSC(NULL)
mProbeCountSC(NULL),
mSkylightSpecularMap(NULL),
mSkylightIrradMap(NULL),
mHasSkylight(NULL)
{
}
@ -150,9 +152,7 @@ void ProbeShaderConstants::init(GFXShader* shader)
mShader = shader;
mShader->getReloadSignal().notify(this, &ProbeShaderConstants::_onShaderReload);
}
mProbeParamsSC = shader->getShaderConstHandle("$probeParams");
//Reflection Probes
mProbePositionSC = shader->getShaderConstHandle(ShaderGenVars::probePosition);
mProbeRefPosSC = shader->getShaderConstHandle(ShaderGenVars::probeRefPos);
@ -680,13 +680,8 @@ void RenderProbeMgr::_update4ProbeConsts(const SceneData &sgData,
{
if (curEntry.mPrefilterCubemap.isValid() && curEntry.mPrefilterCubemap.isValid())
{
S32 specSample = probeShaderConsts->mSkylightSpecularMap->getSamplerRegister();
if (specSample != -1)
GFX->setCubeTexture(specSample, curEntry.mPrefilterCubemap);
S32 irradSample = probeShaderConsts->mSkylightIrradMap->getSamplerRegister();
if (irradSample != -1)
GFX->setCubeTexture(irradSample, curEntry.mIrradianceCubemap);
GFX->setCubeTexture(probeShaderConsts->mSkylightSpecularMap->getSamplerRegister(), curEntry.mPrefilterCubemap);
GFX->setCubeTexture(probeShaderConsts->mSkylightIrradMap->getSamplerRegister(), curEntry.mIrradianceCubemap);
shaderConsts->setSafe(probeShaderConsts->mHasSkylight, 1.0f);
hasSkylight = true;
@ -719,14 +714,8 @@ void RenderProbeMgr::_update4ProbeConsts(const SceneData &sgData,
shaderConsts->setSafe(probeShaderConsts->mProbeBoxMinSC, probeBoxMinArray);
shaderConsts->setSafe(probeShaderConsts->mProbeBoxMaxSC, probeBoxMaxArray);
shaderConsts->setSafe(probeShaderConsts->mProbeConfigDataSC, probeConfigArray);
S32 specSample = probeShaderConsts->mProbeSpecularCubemapSC->getSamplerRegister();
if (specSample != -1)
GFX->setCubeArrayTexture(specSample, mPrefilterArray);
S32 irradSample = probeShaderConsts->mProbeIrradianceCubemapSC->getSamplerRegister();
if (irradSample != -1)
GFX->setCubeArrayTexture(irradSample, mIrradianceArray);
GFX->setCubeArrayTexture(probeShaderConsts->mProbeSpecularCubemapSC->getSamplerRegister(), mPrefilterArray);
GFX->setCubeArrayTexture(probeShaderConsts->mProbeIrradianceCubemapSC->getSamplerRegister(), mIrradianceArray);
if (!hasSkylight)
shaderConsts->setSafe(probeShaderConsts->mHasSkylight, 0.0f);

View file

@ -131,9 +131,7 @@ struct ProbeShaderConstants
bool mInit;
GFXShaderRef mShader;
GFXShaderConstHandle* mProbeParamsSC;
//Reflection Probes
GFXShaderConstHandle *mProbePositionSC;
GFXShaderConstHandle *mProbeRefPosSC;

View file

@ -3041,7 +3041,7 @@ void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList
BRDFTexture->sampler = true;
BRDFTexture->constNum = Var::getTexUnitNum(); // used as texture unit num here
Var *BRDFTextureTex = new Var("BRDFTextureTex", "Texture2D");
Var *BRDFTextureTex = new Var("texture_BRDFTexture", "Texture2D");
BRDFTextureTex->uniform = true;
BRDFTextureTex->texture = true;
BRDFTextureTex->constNum = BRDFTexture->constNum;
@ -3051,7 +3051,7 @@ void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList
specularCubemapAR->sampler = true;
specularCubemapAR->constNum = Var::getTexUnitNum(); // used as texture unit num here
Var *specularCubemapARTex = new Var("specularCubemapARTex", "TextureCubeArray");
Var *specularCubemapARTex = new Var("texture_specularCubemapAR", "TextureCubeArray");
specularCubemapARTex->uniform = true;
specularCubemapARTex->texture = true;
specularCubemapARTex->constNum = specularCubemapAR->constNum;
@ -3061,7 +3061,7 @@ void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList
irradianceCubemapAR->sampler = true;
irradianceCubemapAR->constNum = Var::getTexUnitNum(); // used as texture unit num here
Var *irradianceCubemapARTex = new Var("irradianceCubemapARTex", "TextureCubeArray");
Var *irradianceCubemapARTex = new Var("texture_irradianceCubemapAR", "TextureCubeArray");
irradianceCubemapARTex->uniform = true;
irradianceCubemapARTex->texture = true;
irradianceCubemapARTex->constNum = irradianceCubemapAR->constNum;
@ -3071,7 +3071,7 @@ void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList
skylightSpecularMap->sampler = true;
skylightSpecularMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
Var *skylightSpecularMapTex = new Var("skylightSpecularMapTex", "TextureCube");
Var *skylightSpecularMapTex = new Var("texture_skylightSpecularMap", "TextureCube");
skylightSpecularMapTex->uniform = true;
skylightSpecularMapTex->texture = true;
skylightSpecularMapTex->constNum = skylightSpecularMap->constNum;
@ -3081,103 +3081,56 @@ void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList
skylightIrradMap->sampler = true;
skylightIrradMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
Var *skylightIrradMapTex = new Var("skylightIrradMapTex", "TextureCube");
Var *skylightIrradMapTex = new Var("texture_skylightIrradMap", "TextureCube");
skylightIrradMapTex->uniform = true;
skylightIrradMapTex->texture = true;
skylightIrradMapTex->constNum = skylightIrradMap->constNum;
/*Var *probeVec = new Var("probeVec", "float3");
meta->addStatement(new GenOp(" @ = @[0] - @;\r\n", new DecOp(probeVec), inProbePos, wsPosition));
Var *nDotL = new Var("nDotL", "float");
meta->addStatement(new GenOp(" @ = abs(dot(@, @));\r\n", new DecOp(nDotL), probeVec, wsNormal));
meta->addStatement(new GenOp(" \r\n"));
Var *reflectDir = new Var("reflectDir", "float3");
meta->addStatement(new GenOp(" @ = reflect(-float4(@,0),float4(@,@)).xyz;\r\n", new DecOp(reflectDir), wsView, wsNormal, nDotL));
meta->addStatement(new GenOp(" \r\n"));
Var *nrDir = new Var("nrDir", "float3");
meta->addStatement(new GenOp(" @ = normalize(@);\r\n", new DecOp(nrDir), reflectDir));
Var *rbmax = new Var("rbmax", "float3");
meta->addStatement(new GenOp(" @ = (@[0] - @) / @;\r\n", new DecOp(rbmax), inProbeBoxMax, wsPosition, nrDir));
Var *rbmin = new Var("rbmin", "float3");
meta->addStatement(new GenOp(" @ = (@[0] - @) / @;\r\n", new DecOp(rbmin), inProbeBoxMin, wsPosition, nrDir));
Var *rbMinMax = new Var("rbMinMax", "float3");
meta->addStatement(new GenOp(" @ = (@ > 0.0) ? @ : @;\r\n", new DecOp(rbMinMax), nrDir, rbmax, rbmin));
meta->addStatement(new GenOp(" \r\n"));
Var *fa = new Var("fa", "float3");
meta->addStatement(new GenOp(" @ = min(min(@.x,@.y),@.z);\r\n", new DecOp(fa), rbMinMax, rbMinMax, rbMinMax));
meta->addStatement(new GenOp("/* if (dot( @, @ ) < 0.0f)\r\n", probeVec, wsNormal));
meta->addStatement(new GenOp(" clip(@); *//*\r\n", fa));
meta->addStatement(new GenOp(" \r\n"));
Var *posOnBox = new Var("posOnBox", "float3");
meta->addStatement(new GenOp(" @ = @ + @ * @;\r\n", new DecOp(posOnBox), wsPosition, nrDir, fa));
meta->addStatement(new GenOp(" @ = @ - @[0];\r\n", reflectDir, posOnBox, inProbePos));
meta->addStatement(new GenOp(" \r\n"));
Var *probeColor = new Var("wipProbeColor", "float3");
Var *probeMip = new Var("probeMip", "float");
meta->addStatement(new GenOp(" @ = min((1.0 - @)*11.0 + 1.0, 8.0);\r\n", new DecOp(probeMip), smoothness));
meta->addStatement(new GenOp(" @ = @.SampleLevel(@, @, @).rgb;\r\n", new DecOp(probeColor), inProbeCubemapTex, inProbeCubemap, reflectDir, probeMip));
//meta->addStatement(new GenOp(" @ = @.rgb;\r\n", new DecOp(probeColor), inProbeTestColor));
Var *FRESNEL_BIAS = new Var("FRESNEL_BIAS", "float");
meta->addStatement(new GenOp(" @ = 0.1;\r\n", new DecOp(FRESNEL_BIAS)));
Var *FRESNEL_POWER = new Var("FRESNEL_POWER", "float");
meta->addStatement(new GenOp(" @ = 1;\r\n", new DecOp(FRESNEL_POWER)));
Var *angle = new Var("angle", "float");
meta->addStatement(new GenOp(" @ = saturate(dot(@, @));\r\n", new DecOp(angle), wsView, wsNormal));
meta->addStatement(new GenOp("\r\n"));
if (metalness)
{
Var *dColor = new Var("difColor", "float3");
Var *reflectColor = new Var("reflctColor", "float3");
meta->addStatement(new GenOp(" @ = @.rgb - (@.rgb * @);\r\n", new DecOp(dColor), albedo, albedo, metalness));
meta->addStatement(new GenOp(" @ = @; //@.rgb*(@).rgb*@;\r\n", new DecOp(reflectColor), probeColor, albedo, probeColor, metalness));
meta->addStatement(new GenOp(" @.rgb = simpleFresnel(@, @, @, @, @, @);\r\n", albedo, dColor, reflectColor, metalness, angle, FRESNEL_BIAS, FRESNEL_POWER));
}
//else if (lerpVal)
// meta->addStatement(new GenOp(" @ *= float4(@.rgb*@.a, @.a);\r\n", targ, texCube, lerpVal, targ));
else
{
meta->addStatement(new GenOp(" @.rgb = simpleFresnel(@.rgb, @, 0, @, @, @));\r\n", albedo, albedo, probeColor, angle, FRESNEL_BIAS, FRESNEL_POWER));
}*/
Var *inTex = getInTexCoord("texCoord", "float2", componentList);
if (!inTex)
return;
Var *diffuseColor = (Var*)LangElement::find("diffuseColor");
if (!diffuseColor)
return;
{
diffuseColor = new Var;
diffuseColor->setType("float4");
diffuseColor->setName("diffuseColor");
LangElement* colorDecl = new DecOp(diffuseColor);
meta->addStatement(new GenOp(" @ = float4(1.0,1.0,1.0,1.0);\r\n", colorDecl)); //default to flat white
}
Var *specularColor = (Var*)LangElement::find("specularColor");
if (!specularColor)
return;
Var *matinfo = (Var*)LangElement::find("specularColor");
if (!matinfo)
{
Var* metalness = (Var*)LangElement::find("metalness");
if (!metalness)
{
metalness = new Var("metalness", "float");
metalness->uniform = true;
metalness->constSortPos = cspPotentialPrimitive;
}
Var* smoothness = (Var*)LangElement::find("smoothness");
if (!smoothness)
{
smoothness = new Var("smoothness", "float");
smoothness->uniform = true;
smoothness->constSortPos = cspPotentialPrimitive;
}
matinfo = new Var("specularColor", "float4");
LangElement* colorDecl = new DecOp(matinfo);
meta->addStatement(new GenOp(" @ = float4(0.0,1.0,@,@);\r\n", colorDecl, smoothness, metalness)); //reconstruct matinfo, no ao darkening
}
Var *bumpNormal = (Var*)LangElement::find("bumpNormal");
if (!bumpNormal)
return;
{
bumpNormal = new Var("bumpNormal", "float4");
LangElement* colorDecl = new DecOp(bumpNormal);
meta->addStatement(new GenOp(" @ = float4(1.0,0.0,0.0,0.0);\r\n", colorDecl)); //default to identity normal
}
Var *wsEyePos = (Var*)LangElement::find("eyePosWorld");
@ -3193,13 +3146,17 @@ void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList
//Reflection vec
Var *surface = new Var("surface", "Surface");
meta->addStatement(new GenOp(" @ = createForwardSurface(@,@,@,@,@,@,@,@);\r\n\n", new DecOp(surface), diffuseColor, bumpNormal, specularColor,
meta->addStatement(new GenOp(" @ = createForwardSurface(@,@,@,@,@,@,@,@);\r\n\n", new DecOp(surface), diffuseColor, bumpNormal, matinfo,
inTex, wsPosition, wsEyePos, wsView, worldToCamera));
meta->addStatement(new GenOp(" @.rgb = computeForwardProbes(@,@,@,@,@,@,@,@,@,\r\n\t\t@,@,@,@,@,\r\n\t\t@,@,@,@,@,@).rgb;\r\n", albedo,
surface, cubeMips, numProbes, worldToObjArray, probeConfigData, inProbePosArray, bbMinArray, bbMaxArray, inRefPosArray,
hasSkylight, skylightIrradMap, skylightIrradMapTex, skylightSpecularMap, skylightSpecularMapTex,
BRDFTexture, BRDFTextureTex, irradianceCubemapAR, irradianceCubemapARTex, specularCubemapAR, specularCubemapARTex));
String computeForwardProbes = String::String(" @.rgb += computeForwardProbes(@,@,@,@,@,@,@,@,@,\r\n\t\t");
computeForwardProbes += String::String("@,TORQUE_SAMPLER2D_MAKEARG(@),\r\n\t\t");
computeForwardProbes += String::String("TORQUE_SAMPLERCUBE_MAKEARG(@), TORQUE_SAMPLERCUBE_MAKEARG(@), \r\n\t\t");
computeForwardProbes += String::String("TORQUE_SAMPLERCUBEARRAY_MAKEARG(@),TORQUE_SAMPLERCUBEARRAY_MAKEARG(@)).rgb; \r\n");
meta->addStatement(new GenOp(computeForwardProbes.c_str(), albedo, surface, cubeMips, numProbes, worldToObjArray, probeConfigData, inProbePosArray, bbMinArray, bbMaxArray, inRefPosArray,
hasSkylight, BRDFTexture,
skylightIrradMap, skylightSpecularMap,
irradianceCubemapAR, specularCubemapAR));
//meta->addStatement(new GenOp(" @.rgb = @.roughness.xxx;\r\n", albedo, surface));
@ -3210,11 +3167,8 @@ ShaderFeature::Resources ReflectionProbeFeatHLSL::getResources(const MaterialFea
{
Resources res;
//res.numTex = 4;
//res.numTexReg = 4;
res.numTex = 4;
res.numTexReg = 4;
res.numTex = 5;
res.numTexReg = 5;
return res;
}
@ -3226,8 +3180,16 @@ void ReflectionProbeFeatHLSL::setTexData(Material::StageData &stageDat,
{
if (stageFeatures.features[MFT_ReflectionProbes])
{
passData.mSamplerNames[texIndex] = "BRDFTexture";
passData.mTexType[texIndex++] = Material::Standard;
// assuming here that it is a scenegraph cubemap
passData.mSamplerNames[texIndex] = "inProbeCubemap";
passData.mSamplerNames[texIndex] = "specularCubemapAR";
passData.mTexType[texIndex++] = Material::SGCube;
passData.mSamplerNames[texIndex] = "irradianceCubemapAR";
passData.mTexType[texIndex++] = Material::SGCube;
passData.mSamplerNames[texIndex] = "skylightSpecularMap";
passData.mTexType[texIndex++] = Material::SGCube;
passData.mSamplerNames[texIndex] = "skylightIrradMap";
passData.mTexType[texIndex++] = Material::SGCube;
}
}

View file

@ -303,9 +303,9 @@ float3 boxProject(float3 wsPosition, float3 wsReflectVec, float4x4 worldToObj, f
float4 computeForwardProbes(Surface surface,
float cubeMips, float numProbes, float4x4 worldToObjArray[MAX_FORWARD_PROBES], float4 probeConfigData[MAX_FORWARD_PROBES],
float4 inProbePosArray[MAX_FORWARD_PROBES], float4 bbMinArray[MAX_FORWARD_PROBES], float4 bbMaxArray[MAX_FORWARD_PROBES], float4 inRefPosArray[MAX_FORWARD_PROBES],
float hasSkylight, SamplerState skylightIrradMap, TextureCube skylightIrradMapTex, SamplerState skylightSpecularMap, TextureCube skylightSpecularMapTex,
SamplerState BRDFTexture, Texture2D BRDFTextureTex, SamplerState irradianceCubemapAR, TextureCubeArray irradianceCubemapARTex,
SamplerState specularCubemapAR, TextureCubeArray specularCubemapARTex)
float hasSkylight, TORQUE_SAMPLER2D(BRDFTexture),
TORQUE_SAMPLERCUBE(skylightIrradMap), TORQUE_SAMPLERCUBE(skylightSpecularMap),
TORQUE_SAMPLERCUBEARRAY(irradianceCubemapAR), TORQUE_SAMPLERCUBEARRAY(specularCubemapAR))
{
int i = 0;
float blendFactor[MAX_FORWARD_PROBES];
@ -380,16 +380,16 @@ float4 computeForwardProbes(Surface surface,
int cubemapIdx = probeConfigData[i].a;
float3 dir = boxProject(surface.P, surface.R, worldToObjArray[i], bbMinArray[i].xyz, bbMaxArray[i].xyz, inRefPosArray[i].xyz);
irradiance += irradianceCubemapARTex.SampleLevel(irradianceCubemapAR,float4(dir,cubemapIdx),0).xyz * contrib;
specular += specularCubemapARTex.SampleLevel(specularCubemapAR,float4(dir,cubemapIdx),lod).xyz * contrib;
irradiance += TORQUE_TEXCUBEARRAYLOD(irradianceCubemapAR, dir, cubemapIdx, 0).xyz * contrib;
specular += TORQUE_TEXCUBEARRAYLOD(specularCubemapAR, dir, cubemapIdx, lod).xyz * contrib;
alpha -= contrib;
}
}
if (hasSkylight && alpha > 0.001)
{
irradiance += skylightIrradMapTex.SampleLevel(skylightIrradMap,surface.R,0).xyz * alpha;
specular += skylightSpecularMapTex.SampleLevel(skylightSpecularMap,surface.R,lod).xyz * alpha;
irradiance += TORQUE_TEXCUBELOD(skylightIrradMap, float4(surface.R, 0)).xyz * alpha;
specular += TORQUE_TEXCUBELOD(skylightSpecularMap, float4(surface.R, lod)).xyz * alpha;
}
float3 F = FresnelSchlickRoughness(surface.NdotV, surface.f0, surface.roughness);
@ -400,13 +400,12 @@ float4 computeForwardProbes(Surface surface,
//apply brdf
//Do it once to save on texture samples
float2 brdf = BRDFTextureTex.SampleLevel(BRDFTexture,float2(surface.roughness, surface.NdotV),0).xy;
float2 brdf = TORQUE_TEX2DLOD(BRDFTexture,float4(surface.roughness, surface.NdotV, 0.0, 0.0)).xy;
specular *= brdf.x * F + brdf.y;
//final diffuse color
float3 diffuse = kD * irradiance * surface.baseColor.rgb;
float4 finalColor = float4(diffuse + specular * surface.ao, 1.0);
finalColor = float4(irradiance.rgb,1);
return finalColor;
}