mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-04-27 07:15:37 +00:00
Corrected probe init'ing so they don't fight for the cubemap idx order
Also correct deleting behavior so it updates indicies when a probe is removed Updated forward lighting to utilize the same math as deferred
This commit is contained in:
parent
37461b4768
commit
a1ecc98c87
21 changed files with 440 additions and 389 deletions
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@ -28,12 +28,12 @@
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// These are the uniforms used by most lighting shaders.
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uniform float4 inLightPos[3];
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uniform float4 inLightInvRadiusSq;
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uniform float4 inLightPos[4];
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uniform float4 inLightConfigData[4];
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uniform float4 inLightColor[4];
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#ifndef TORQUE_BL_NOSPOTLIGHT
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uniform float4 inLightSpotDir[3];
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uniform float4 inLightSpotDir[4];
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uniform float4 inLightSpotAngle;
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uniform float4 inLightSpotFalloff;
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#endif
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@ -48,6 +48,8 @@ uniform float4 albedo;
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#define MAX_PROBES 50
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#define MAX_FORWARD_PROBES 4
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#define MAX_FORWARD_LIGHT 4
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inline float3 getDistanceVectorToPlane( float3 origin, float3 direction, float4 plane )
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{
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float denum = dot( plane.xyz, direction.xyz );
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@ -65,146 +67,6 @@ inline float3 getDistanceVectorToPlane( float negFarPlaneDotEye, float3 directio
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return direction.xyz * t;
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}
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//TODO fix compute 4 lights
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void compute4Lights( float3 wsView,
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float3 wsPosition,
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float3 wsNormal,
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float4 shadowMask,
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#ifdef TORQUE_SHADERGEN
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float4 inLightPos[3],
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float4 inLightInvRadiusSq,
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float4 inLightColor[4],
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float4 inLightSpotDir[3],
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float4 inLightSpotAngle,
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float4 inLightSpotFalloff,
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float smoothness,
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float metalness,
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float4 albedo,
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#endif // TORQUE_SHADERGEN
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out float4 outDiffuse,
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out float4 outSpecular )
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{
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// NOTE: The light positions and spotlight directions
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// are stored in SoA order, so inLightPos[0] is the
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// x coord for all 4 lights... inLightPos[1] is y... etc.
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//
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// This is the key to fully utilizing the vector units and
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// saving a huge amount of instructions.
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//
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// For example this change saved more than 10 instructions
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// over a simple for loop for each light.
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int i;
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float4 lightVectors[3];
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for ( i = 0; i < 3; i++ )
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lightVectors[i] = wsPosition[i] - inLightPos[i];
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float4 squareDists = 0;
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for ( i = 0; i < 3; i++ )
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squareDists += lightVectors[i] * lightVectors[i];
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// Accumulate the dot product between the light
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// vector and the normal.
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//
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// The normal is negated because it faces away from
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// the surface and the light faces towards the
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// surface... this keeps us from needing to flip
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// the light vector direction which complicates
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// the spot light calculations.
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//
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// We normalize the result a little later.
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//
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float4 nDotL = 0;
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for ( i = 0; i < 3; i++ )
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nDotL += lightVectors[i] * -wsNormal[i];
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float4 rDotL = 0;
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#ifndef TORQUE_BL_NOSPECULAR
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// We're using the Phong specular reflection model
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// here where traditionally Torque has used Blinn-Phong
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// which has proven to be more accurate to real materials.
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//
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// We do so because its cheaper as do not need to
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// calculate the half angle for all 4 lights.
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//
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// Advanced Lighting still uses Blinn-Phong, but the
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// specular reconstruction it does looks fairly similar
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// to this.
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//
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float3 R = reflect( wsView, -wsNormal );
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for ( i = 0; i < 3; i++ )
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rDotL += lightVectors[i] * R[i];
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#endif
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// Normalize the dots.
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//
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// Notice we're using the half type here to get a
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// much faster sqrt via the rsq_pp instruction at
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// the loss of some precision.
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//
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// Unless we have some extremely large point lights
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// i don't believe the precision loss will matter.
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//
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half4 correction = (half4)rsqrt( squareDists );
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nDotL = saturate( nDotL * correction );
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rDotL = clamp( rDotL * correction, 0.00001, 1.0 );
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// First calculate a simple point light linear
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// attenuation factor.
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//
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// If this is a directional light the inverse
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// radius should be greater than the distance
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// causing the attenuation to have no affect.
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//
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float4 atten = saturate( 1.0 - ( squareDists * inLightInvRadiusSq ) );
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#ifndef TORQUE_BL_NOSPOTLIGHT
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// The spotlight attenuation factor. This is really
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// fast for what it does... 6 instructions for 4 spots.
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float4 spotAtten = 0;
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for ( i = 0; i < 3; i++ )
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spotAtten += lightVectors[i] * inLightSpotDir[i];
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float4 cosAngle = ( spotAtten * correction ) - inLightSpotAngle;
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atten *= saturate( cosAngle * inLightSpotFalloff );
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#endif
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// Finally apply the shadow masking on the attenuation.
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atten *= shadowMask;
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// Get the final light intensity.
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float4 intensity = nDotL * atten;
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// Combine the light colors for output.
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outDiffuse = 0;
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for ( i = 0; i < 4; i++ )
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outDiffuse += intensity[i] * inLightColor[i];
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// Output the specular power.
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float4 specularIntensity = pow( rDotL, float4(1,1,1,1) ) * atten;
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// Apply the per-light specular attenuation.
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float4 specular = float4(0,0,0,1);
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for ( i = 0; i < 4; i++ )
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specular += float4( inLightColor[i].rgb * inLightColor[i].a * specularIntensity[i], 1 );
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// Add the final specular intensity values together
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// using a single dot product operation then get the
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// final specular lighting color.
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outSpecular = float4(1,1,1,1) * specular;
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}
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struct Surface
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{
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float3 P; // world space position
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@ -372,6 +234,57 @@ inline float3 getPunctualLight(in Surface surface, in SurfaceToLight surfaceToLi
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return final;
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}
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float4 compute4Lights( Surface surface,
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float4 shadowMask,
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float4 inLightPos[4],
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float4 inLightConfigData[4],
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float4 inLightColor[4],
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float4 inLightSpotDir[4],
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float4 lightSpotParams[4] )
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{
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float3 finalLighting = 0.0.xxx;
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int i;
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for(i = 0; i < MAX_FORWARD_LIGHT; i++)
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{
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float3 L = inLightPos[i].xyz - surface.P;
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float dist = length(L);
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float lightRange = inLightConfigData[i].z;
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SurfaceToLight surfaceToLight = createSurfaceToLight(surface, L);
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float shadowed = 1.0;
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float3 lightCol = inLightColor[i].rgb;
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float lightBrightness = inLightConfigData[i].y;
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float lightInvSqrRange= inLightConfigData[i].a;
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float3 lighting = 0.0.xxx;
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[branch]
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if(dist < lightRange)
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{
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[branch]
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if(inLightConfigData[i].x == 0) //point
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{
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//get punctual light contribution
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lighting = getPunctualLight(surface, surfaceToLight, lightCol, lightBrightness, lightInvSqrRange, shadowed);
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}
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else //spot
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{
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//get Punctual light contribution
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lighting = getPunctualLight(surface, surfaceToLight, lightCol, lightBrightness, lightInvSqrRange, shadowed);
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//get spot angle attenuation
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lighting *= getSpotAngleAtt(-surfaceToLight.L, inLightSpotDir[i].xyz, lightSpotParams[i].xy );
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}
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}
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finalLighting += lighting;
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}
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return float4(finalLighting,1);
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}
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//Probe IBL stuff
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float defineSphereSpaceInfluence(float3 wsPosition, float3 wsProbePosition, float radius)
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{
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@ -32,7 +32,7 @@ uniform float4 probeConfigData[MAX_PROBES]; //r,g,b/mode,radius,atten
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uniform float4 probeContribColors[MAX_PROBES];
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#endif
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uniform float skylightCubemapIdx;
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uniform int skylightCubemapIdx;
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float4 main(PFXVertToPix IN) : SV_TARGET
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{
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@ -140,7 +140,7 @@ float4 main(PFXVertToPix IN) : SV_TARGET
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//Skylight coloration for anything not covered by probes above
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if(skylightCubemapIdx != -1)
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finalContribColor += float3(0.3, 0.3, 0.3) * contribAlpha;
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finalContribColor += float3(0, 1, 0) * contribAlpha;
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return float4(finalContribColor, 1);
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#endif
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@ -7,8 +7,8 @@ singleton Material(Grid_512_Orange)
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specular[0] = "0.8 0.8 0.8 1";
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specularPower[0] = "0.25";
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specularStrength[0] = "25";
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translucentBlendOp = "Add";
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smoothness[0] = "0.941176";
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translucentBlendOp = "LerpAlpha";
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smoothness[0] = "1";
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metalness[0] = "1";
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DiffuseMapAsset0 = "StaticShapeTest:Grid_512_orange_ALBEDO";
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specularStrength0 = "25";
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@ -101,19 +101,6 @@ new Scene(PbrMatTestLevel) {
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persistentId = "658580df-7bda-11e9-9951-fcefa3e1cde4";
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reflectionPath = "data/pbr/levels/PbrMatTest/probes/";
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};
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new BoxEnvironmentProbe() {
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Enabled = "1";
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refOffset = "0 0 0";
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refScale = "10 10 10";
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ReflectionMode = "Baked Cubemap";
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position = "-0.0289133 -0.122873 1.6924";
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rotation = "1 0 0 0";
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scale = "10 10 10";
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canSave = "1";
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canSaveDynamicFields = "1";
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persistentId = "079c3eaf-874e-11e9-8bbc-bdd5fc1d7642";
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attenuation = "1";
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};
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new TSStatic() {
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shapeName = "data/pbr/shapes/material_ball.dae";
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playAmbient = "1";
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@ -284,6 +271,19 @@ new Scene(PbrMatTestLevel) {
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surface = "0.5 0.5 -0.5 0.5 -0.412576 0 -1.53859e-07 0 0 0 1 1 0 1 1";
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surface = "0.5 -0.5 0.5 0.5 0.412576 0 -1.53859e-07 0 0 0 1 1 0 1 1";
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};
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new BoxEnvironmentProbe() {
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Enabled = "1";
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refOffset = "0 0 0";
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refScale = "10 10 10";
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ReflectionMode = "Baked Cubemap";
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position = "-0.0463406 0.0380459 2.23039";
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rotation = "1 0 0 0";
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scale = "10 10 10";
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canSave = "1";
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canSaveDynamicFields = "1";
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persistentId = "29579d61-9b0f-11e9-b718-be72e303d0f8";
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attenuation = "1";
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};
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new PointLight() {
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radius = "5";
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isEnabled = "1";
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@ -310,7 +310,7 @@ new Scene(PbrMatTestLevel) {
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representedInLightmap = "0";
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shadowDarkenColor = "0 0 0 -1";
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includeLightmappedGeometryInShadow = "0";
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position = "-0.0881653 -2.35794 1.41582";
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position = "0.110554 -2.2668 1.41582";
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rotation = "1 0 0 0";
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canSave = "1";
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canSaveDynamicFields = "1";
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@ -1,59 +1,5 @@
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|
||||
<Setting name="objMouseOverSelectColor">0 0 255 255</Setting>
|
||||
<Setting name="dragRectColor">255 255 0 255</Setting>
|
||||
<Setting name="displayType">6</Setting>
|
||||
<Setting name="orthoFOV">50</Setting>
|
||||
<Setting name="dropType">screenCenter</Setting>
|
||||
<Group name="ObjectIcons">
|
||||
<Setting name="fadeIconsEndAlpha">0</Setting>
|
||||
<Setting name="fadeIcons">1</Setting>
|
||||
<Setting name="fadeIconsStartDist">8</Setting>
|
||||
<Setting name="fadeIconsEndDist">20</Setting>
|
||||
<Setting name="fadeIconsStartAlpha">255</Setting>
|
||||
</Group>
|
||||
<Group name="Grid">
|
||||
<Setting name="gridSnap">0</Setting>
|
||||
<Setting name="gridMinorColor">51 51 51 100</Setting>
|
||||
<Setting name="gridColor">102 102 102 100</Setting>
|
||||
<Setting name="gridSize">1</Setting>
|
||||
<Setting name="gridMinorColor">51 51 51 100</Setting>
|
||||
<Setting name="gridOriginColor">255 255 255 100</Setting>
|
||||
<Setting name="gridColor">102 102 102 100</Setting>
|
||||
<Setting name="gridSnap">0</Setting>
|
||||
</Group>
|
||||
<Group name="Images">
|
||||
<Setting name="selectHandle">tools/worldEditor/images/SelectHandle</Setting>
|
||||
<Setting name="defaultHandle">tools/worldEditor/images/DefaultHandle</Setting>
|
||||
<Setting name="lockedHandle">tools/worldEditor/images/LockedHandle</Setting>
|
||||
</Group>
|
||||
<Group name="Render">
|
||||
<Setting name="renderPopupBackground">1</Setting>
|
||||
<Setting name="renderObjHandle">1</Setting>
|
||||
<Setting name="showMousePopupInfo">1</Setting>
|
||||
<Setting name="renderObjText">1</Setting>
|
||||
<Setting name="renderSelectionBox">1</Setting>
|
||||
</Group>
|
||||
<Group name="Tools">
|
||||
<Setting name="snapSoft">0</Setting>
|
||||
<Setting name="snapSoftSize">2</Setting>
|
||||
<Setting name="dropAtScreenCenterScalar">1</Setting>
|
||||
<Setting name="objectsUseBoxCenter">1</Setting>
|
||||
<Setting name="snapGround">0</Setting>
|
||||
<Setting name="boundingBoxCollision">0</Setting>
|
||||
<Setting name="dropAtScreenCenterMax">100</Setting>
|
||||
</Group>
|
||||
<Group name="Color">
|
||||
<Setting name="popupBackgroundColor">100 100 100 255</Setting>
|
||||
<Setting name="objMouseOverSelectColor">0 0 255 255</Setting>
|
||||
<Setting name="objMouseOverColor">Lime</Setting>
|
||||
<Setting name="selectionBoxColor">255 255 0 255</Setting>
|
||||
<Setting name="objectTextColor">255 255 255 255</Setting>
|
||||
<Setting name="dragRectColor">255 255 0 255</Setting>
|
||||
<Setting name="objSelectColor">255 0 0 255</Setting>
|
||||
</Group>
|
||||
<Group name="Theme">
|
||||
<Setting name="windowTitleBGHLColor">48 48 48 255</Setting>
|
||||
<Setting name="windowTitleBGNAColor">180 180 180 255</Setting>
|
||||
<Setting name="windowTitleBGColor">50 50 50 255</Setting>
|
||||
<Setting name="windowTitleFontColor">215 215 215 255</Setting>
|
||||
<Setting name="windowTitleFontHLColor">255 255 255 255</Setting>
|
||||
</Group>
|
||||
<Group name="Docs">
|
||||
<Setting name="documentationURL">http://www.garagegames.com/products/torque-3d/documentation/user</Setting>
|
||||
<Setting name="documentationLocal">../../../Documentation/Official Documentation.html</Setting>
|
||||
<Setting name="forumURL">http://www.garagegames.com/products/torque-3d/forums</Setting>
|
||||
<Setting name="documentationReference">../../../Documentation/Torque 3D - Script Manual.chm</Setting>
|
||||
<Setting name="forumURL">http://www.garagegames.com/products/torque-3d/forums</Setting>
|
||||
<Setting name="documentationLocal">../../../Documentation/Official Documentation.html</Setting>
|
||||
</Group>
|
||||
<Group name="ObjectIcons">
|
||||
<Setting name="fadeIconsEndAlpha">0</Setting>
|
||||
<Setting name="fadeIconsStartAlpha">255</Setting>
|
||||
<Setting name="fadeIconsEndDist">20</Setting>
|
||||
<Setting name="fadeIconsStartDist">8</Setting>
|
||||
<Setting name="fadeIcons">1</Setting>
|
||||
</Group>
|
||||
<Group name="GuiEditor">
|
||||
<Setting name="previewResolution">1024 768</Setting>
|
||||
<Setting name="lastPath">tools/gui</Setting>
|
||||
<Group name="Rendering">
|
||||
<Setting name="drawGuides">1</Setting>
|
||||
<Setting name="drawBorderLines">1</Setting>
|
||||
</Group>
|
||||
<Group name="Render">
|
||||
<Setting name="renderObjHandle">1</Setting>
|
||||
<Setting name="renderObjText">1</Setting>
|
||||
<Setting name="showMousePopupInfo">1</Setting>
|
||||
<Setting name="renderSelectionBox">1</Setting>
|
||||
<Setting name="renderPopupBackground">1</Setting>
|
||||
<Group name="EngineDevelopment">
|
||||
<Setting name="showEditorProfiles">0</Setting>
|
||||
<Setting name="showEditorGuis">0</Setting>
|
||||
<Setting name="toggleIntoEditor">0</Setting>
|
||||
</Group>
|
||||
<Group name="Theme">
|
||||
<Setting name="windowTitleFontHLColor">255 255 255 255</Setting>
|
||||
<Setting name="windowTitleBGHLColor">48 48 48 255</Setting>
|
||||
<Setting name="windowTitleBGColor">50 50 50 255</Setting>
|
||||
<Setting name="windowTitleBGNAColor">180 180 180 255</Setting>
|
||||
<Setting name="windowTitleFontColor">215 215 215 255</Setting>
|
||||
<Group name="Snapping">
|
||||
<Setting name="snapToGuides">1</Setting>
|
||||
<Setting name="snap2GridSize">8</Setting>
|
||||
<Setting name="snapToEdges">1</Setting>
|
||||
<Setting name="snapToCanvas">1</Setting>
|
||||
<Setting name="snapToControls">1</Setting>
|
||||
<Setting name="sensitivity">2</Setting>
|
||||
<Setting name="snapToCenters">1</Setting>
|
||||
<Setting name="snap2Grid">0</Setting>
|
||||
</Group>
|
||||
<Group name="Images">
|
||||
<Setting name="defaultHandle">tools/worldEditor/images/DefaultHandle</Setting>
|
||||
<Setting name="selectHandle">tools/worldEditor/images/SelectHandle</Setting>
|
||||
<Setting name="lockedHandle">tools/worldEditor/images/LockedHandle</Setting>
|
||||
<Group name="Help">
|
||||
<Setting name="documentationLocal">../../../Documentation/Official Documentation.html</Setting>
|
||||
<Setting name="documentationReference">../../../Documentation/Torque 3D - Script Manual.chm</Setting>
|
||||
<Setting name="documentationURL">http://www.garagegames.com/products/torque-3d/documentation/user</Setting>
|
||||
</Group>
|
||||
<Group name="Library">
|
||||
<Setting name="viewType">Categorized</Setting>
|
||||
</Group>
|
||||
<Group name="Selection">
|
||||
<Setting name="fullBox">0</Setting>
|
||||
</Group>
|
||||
</Group>
|
||||
<Group name="LevelInformation">
|
||||
<Setting name="levelsDirectory">data/FPSGameplay/levels</Setting>
|
||||
<Group name="levels">
|
||||
<Group name="BlankRoom.mis">
|
||||
<Setting name="cameraSpeed">25</Setting>
|
||||
</Group>
|
||||
<Group name="PbrMatTest.mis">
|
||||
<Setting name="cameraSpeed">5</Setting>
|
||||
</Group>
|
||||
</Group>
|
||||
</Group>
|
||||
<Group name="NavEditor">
|
||||
<Setting name="SpawnClass">AIPlayer</Setting>
|
||||
</Group>
|
||||
<Group name="LevelInformation">
|
||||
<Setting name="levelsDirectory">data/FPSGameplay/levels</Setting>
|
||||
<Group name="levels">
|
||||
<Group name="PbrMatTest.mis">
|
||||
<Setting name="cameraSpeed">5</Setting>
|
||||
</Group>
|
||||
<Group name="BlankRoom.mis">
|
||||
<Setting name="cameraSpeed">25</Setting>
|
||||
</Group>
|
||||
</Group>
|
||||
</Group>
|
||||
<Group name="ConvexEditor">
|
||||
<Setting name="materialName">Grid_512_Orange</Setting>
|
||||
</Group>
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue