mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
timmy merge work
This commit is contained in:
parent
f1e584ca69
commit
ab10cc0c87
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@ -1,3 +1,26 @@
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
|
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "T3D/lighting/IBLUtilities.h"
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#include "console/engineAPI.h"
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#include "materials/shaderData.h"
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#include "gfx/gfxTextureManager.h"
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@ -167,62 +190,7 @@ namespace IBLUtilities
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{
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Con::errorf("IBLUtilities::GenerateAndSavePrefilterMap - Failed to properly save out the baked irradiance!");
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}
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}
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void GenerateBRDFTexture(GFXTexHandle &textureOut)
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{
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GFXTransformSaver saver;
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ShaderData *brdfShaderData;
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GFXShaderRef brdfShader = Sim::findObject("BRDFLookupShader", brdfShaderData) ? brdfShaderData->getShader() : NULL;
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if (!brdfShader)
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{
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Con::errorf("IBLUtilities::GenerateBRDFTexture() - could not find BRDFLookupShader");
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return;
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}
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U32 textureSize = textureOut->getWidth();
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GFXTextureTargetRef renderTarget = GFX->allocRenderToTextureTarget();
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GFX->pushActiveRenderTarget();
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GFX->setShader(brdfShader);
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renderTarget->attachTexture(GFXTextureTarget::Color0, textureOut);
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GFX->setActiveRenderTarget(renderTarget);//potential bug here with the viewport not updating with the new size
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GFX->setViewport(RectI(0, 0, textureSize, textureSize));//see above comment
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GFX->clear(GFXClearTarget, LinearColorF::BLUE, 1.0f, 0);
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GFX->drawPrimitive(GFXTriangleList, 0, 3);
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renderTarget->resolve();
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GFX->popActiveRenderTarget();
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}
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GFXTexHandle GenerateAndSaveBRDFTexture(String outputPath, S32 resolution)
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{
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GFXTexHandle brdfTexture = TEXMGR->createTexture(resolution, resolution, GFXFormatR8G8B8A8, &GFXRenderTargetProfile, 1, 0);
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GenerateBRDFTexture(brdfTexture);
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FileStream fs;
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if (fs.open(outputPath, Torque::FS::File::Write))
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{
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// Read back the render target, dxt compress it, and write it to disk.
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GBitmap brdfBmp(brdfTexture.getHeight(), brdfTexture.getWidth(), false, GFXFormatR8G8B8A8);
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brdfTexture.copyToBmp(&brdfBmp);
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brdfBmp.extrudeMipLevels();
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DDSFile *brdfDDS = DDSFile::createDDSFileFromGBitmap(&brdfBmp);
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ImageUtil::ddsCompress(brdfDDS, GFXFormatBC1);
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// Write result to file stream
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brdfDDS->write(fs);
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delete brdfDDS;
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}
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fs.close();
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return brdfTexture;
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}
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}
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void bakeReflection(String outputPath, S32 resolution)
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{
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@ -662,9 +630,3 @@ namespace IBLUtilities
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return angle;
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}
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};
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DefineEngineFunction(GenerateBRDFTexture, bool, (String outputPath, S32 resolution), ("", 256),
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"@brief returns true if control object is inside the fog\n\n.")
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{
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return IBLUtilities::GenerateAndSaveBRDFTexture(outputPath, resolution);
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}
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@ -1,4 +1,40 @@
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#pragma once
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef IBL_UTILS_H_
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#define IBL_UTILS_H_
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#ifndef _GFXTARGET_H_
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#include "gfx/gfxTarget.h"
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#endif
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#ifndef _GFXCUBEMAP_H_
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#include "gfx/gfxCubemap.h"
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#endif
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#ifndef _COLOR_H_
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#include "core/color.h"
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#endif
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namespace IBLUtilities
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{
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@ -10,9 +46,6 @@ namespace IBLUtilities
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void SaveCubeMap(String outputPath, GFXCubemapHandle &cubemap);
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GFXTexHandle GenerateAndSaveBRDFTexture(String outputPath, S32 resolution);
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void GenerateBRDFTexture(GFXTexHandle &textureOut);
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void bakeReflection(String outputPath, S32 resolution);
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LinearColorF decodeSH(Point3F normal, const LinearColorF SHTerms[9], const F32 SHConstants[5]);
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@ -32,4 +65,6 @@ namespace IBLUtilities
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F32 texelSolidAngle(F32 aU, F32 aV, U32 width, U32 height);
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F32 areaElement(F32 x, F32 y);
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};
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};
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#endif
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@ -36,7 +36,6 @@
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#include "core/fileObject.h"
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#include "core/resourceManager.h"
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#include "console/simPersistId.h"
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#include <string>
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#include "T3D/gameFunctions.h"
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#include "postFx/postEffect.h"
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#include "renderInstance/renderProbeMgr.h"
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@ -620,16 +619,13 @@ bool ReflectionProbe::createClientResources()
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Con::errorf("ReflectionProbe::createClientResources() - Unable to load baked prefilter map at %s", getPrefilterMapPath().c_str());
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}
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//brdf lookup resources
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//make the brdf lookup texture the same size as the prefilter texture
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//brdf lookup texture
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String brdfPath = Con::getVariable("$Core::BRDFTexture", "core/art/pbr/brdfTexture.dds");
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mBrdfTexture = TEXMGR->createTexture(brdfPath, &GFXTexturePersistentProfile);
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if (!mBrdfTexture)
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{
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mBrdfTexture = IBLUtilities::GenerateAndSaveBRDFTexture(brdfPath, 512);
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return false;
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}
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mResourcesCreated = true;
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@ -652,8 +648,8 @@ void ReflectionProbe::prepRenderImage(SceneRenderState *state)
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//Culling distance. Can be adjusted for performance options considerations via the scalar
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if (dist > mMaxDrawDistance * Con::getFloatVariable("$pref::GI::ProbeDrawDistScale", 1.0))
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{
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mProbeInfo->mScore = mMaxDrawDistance;
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return;
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mProbeInfo->mScore = mMaxDrawDistance;
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return;
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}
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if (mReflectionModeType == DynamicCubemap && mRefreshRateMS < (Platform::getRealMilliseconds() - mDynamicLastBakeMS))
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@ -685,7 +681,7 @@ void ReflectionProbe::prepRenderImage(SceneRenderState *state)
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Point3F cameraOffset;
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getRenderTransform().getColumn(3, &cameraOffset);
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cameraOffset -= state->getDiffuseCameraPosition();
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F32 dist = cameraOffset.len();
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dist = cameraOffset.len();
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if (dist < 0.01f)
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dist = 0.01f;
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@ -832,7 +828,7 @@ String ReflectionProbe::getPrefilterMapPath()
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}
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char fileName[256];
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dSprintf(fileName, 256, "%s%s_Prefilter.DDS", mReflectionPath.c_str(), mProbeUniqueID.c_str());
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dSprintf(fileName, 256, "%s%s_Prefilter.dds", mReflectionPath.c_str(), mProbeUniqueID.c_str());
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return fileName;
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}
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@ -846,7 +842,7 @@ String ReflectionProbe::getIrradianceMapPath()
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}
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char fileName[256];
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dSprintf(fileName, 256, "%s%s_Irradiance.DDS", mReflectionPath.c_str(), mProbeUniqueID.c_str());
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dSprintf(fileName, 256, "%s%s_Irradiance.dds", mReflectionPath.c_str(), mProbeUniqueID.c_str());
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return fileName;
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}
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@ -36,7 +36,6 @@
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#include "core/fileObject.h"
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#include "core/resourceManager.h"
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#include "console/simPersistId.h"
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#include <string>
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#include "T3D/gameFunctions.h"
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#include "postFx/postEffect.h"
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#include "renderInstance/renderProbeMgr.h"
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@ -183,9 +182,6 @@ void Skylight::prepRenderImage(SceneRenderState *state)
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if (!mEnabled || !Skylight::smRenderSkylights)
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return;
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Point3F distVec = getPosition() - state->getCameraPosition();
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F32 dist = distVec.len();
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//special hook-in for skylights
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Point3F camPos = state->getCameraPosition();
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mProbeInfo->mBounds.setCenter(camPos);
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@ -177,7 +177,7 @@ void GFXD3D11Cubemap::initStatic(DDSFile *dds)
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continue;
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// convert to Z up
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const U32 faceIndex = _zUpFaceIndex(currentFace);
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const U32 faceIndex = zUpFaceIndex(currentFace);
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for(U32 currentMip = 0; currentMip < mMipMapLevels; currentMip++)
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{
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@ -909,6 +909,25 @@ void GFXD3D11Device::setShaderConstBufferInternal(GFXShaderConstBuffer* buffer)
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//-----------------------------------------------------------------------------
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void GFXD3D11Device::copyResource(GFXTextureObject *pDst, GFXCubemap *pSrc, const U32 face)
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{
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AssertFatal(pDst, "GFXD3D11Device::copyResource: Destination texture is null");
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AssertFatal(pSrc, "GFXD3D11Device::copyResource: Source cubemap is null");
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GFXD3D11TextureObject *pD3DDst = static_cast<GFXD3D11TextureObject*>(pDst);
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GFXD3D11Cubemap *pD3DSrc = static_cast<GFXD3D11Cubemap*>(pSrc);
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const U32 mipLevels = pD3DSrc->getMipMapLevels();
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for (U32 mip = 0; mip < mipLevels; mip++)
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{
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const U32 srcSubResource = D3D11CalcSubresource(mip, face, mipLevels);
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const U32 dstSubResource = D3D11CalcSubresource(mip, 0, mipLevels);
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mD3DDeviceContext->CopySubresourceRegion(pD3DDst->get2DTex(), dstSubResource, 0, 0, 0, pD3DSrc->get2DTex(), srcSubResource, NULL);
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}
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}
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//-----------------------------------------------------------------------------
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void GFXD3D11Device::clear(U32 flags, const LinearColorF& color, F32 z, U32 stencil)
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{
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// Make sure we have flushed our render target state.
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@ -239,6 +239,11 @@ public:
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virtual U32 getNumRenderTargets() const { return 8; }
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// }
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// Copy methods
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// {
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virtual void copyResource(GFXTextureObject *pDst, GFXCubemap *pSrc, const U32 face);
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// }
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// Misc rendering control
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// {
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virtual void clear( U32 flags, const LinearColorF& color, F32 z, U32 stencil );
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@ -185,8 +185,7 @@ bool GFXD3D11TextureObject::copyToBmp(GBitmap* bmp)
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AssertFatal(bmp->getWidth() == getWidth(), "GFXD3D11TextureObject::copyToBmp - source/dest width does not match");
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AssertFatal(bmp->getHeight() == getHeight(), "GFXD3D11TextureObject::copyToBmp - source/dest height does not match");
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const U32 width = getWidth();
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const U32 height = getHeight();
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const U32 mipLevels = getMipLevels();
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bmp->setHasTransparency(mHasTransparency);
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@ -221,52 +220,58 @@ bool GFXD3D11TextureObject::copyToBmp(GBitmap* bmp)
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//copy the classes texture to the staging texture
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D3D11DEVICECONTEXT->CopyResource(pStagingTexture, mD3DTexture);
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//map the staging resource
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D3D11_MAPPED_SUBRESOURCE mappedRes;
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hr = D3D11DEVICECONTEXT->Map(pStagingTexture, 0, D3D11_MAP_READ, 0, &mappedRes);
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if (FAILED(hr))
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for (U32 mip = 0; mip < mipLevels; mip++)
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{
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//cleanup
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SAFE_RELEASE(pStagingTexture);
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Con::errorf("GFXD3D11TextureObject::copyToBmp - Failed to map staging texture");
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return false;
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}
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// set pointers
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const U8* srcPtr = (U8*)mappedRes.pData;
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U8* destPtr = bmp->getWritableBits();
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// we will want to skip over any D3D cache data in the source texture
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const S32 sourceCacheSize = mappedRes.RowPitch - width * sourceBytesPerPixel;
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AssertFatal(sourceCacheSize >= 0, "GFXD3D11TextureObject::copyToBmp - cache size is less than zero?");
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// copy data into bitmap
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for (U32 row = 0; row < height; ++row)
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{
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for (U32 col = 0; col < width; ++col)
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const U32 width = bmp->getWidth(mip);
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const U32 height = bmp->getHeight(mip);
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//map the staging resource
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D3D11_MAPPED_SUBRESOURCE mappedRes;
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const U32 subResource = D3D11CalcSubresource(mip, 0, mipLevels);
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hr = D3D11DEVICECONTEXT->Map(pStagingTexture, subResource, D3D11_MAP_READ, 0, &mappedRes);
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if (FAILED(hr))
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{
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destPtr[0] = srcPtr[2]; // red
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destPtr[1] = srcPtr[1]; // green
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destPtr[2] = srcPtr[0]; // blue
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if (destBytesPerPixel == 4)
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destPtr[3] = srcPtr[3]; // alpha
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// go to next pixel in src
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srcPtr += sourceBytesPerPixel;
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// go to next pixel in dest
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destPtr += destBytesPerPixel;
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//cleanup
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SAFE_RELEASE(pStagingTexture);
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Con::errorf("GFXD3D11TextureObject::copyToBmp - Failed to map staging texture");
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return false;
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}
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// skip past the cache data for this row (if any)
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srcPtr += sourceCacheSize;
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// set pointers
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const U8* srcPtr = (U8*)mappedRes.pData;
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U8* destPtr = bmp->getWritableBits(mip);
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// we will want to skip over any D3D cache data in the source texture
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const S32 sourceCacheSize = mappedRes.RowPitch - width * sourceBytesPerPixel;
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AssertFatal(sourceCacheSize >= 0, "GFXD3D11TextureObject::copyToBmp - cache size is less than zero?");
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// copy data into bitmap
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for (U32 row = 0; row < height; ++row)
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{
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for (U32 col = 0; col < width; ++col)
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{
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destPtr[0] = srcPtr[2]; // red
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destPtr[1] = srcPtr[1]; // green
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destPtr[2] = srcPtr[0]; // blue
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if (destBytesPerPixel == 4)
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destPtr[3] = srcPtr[3]; // alpha
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// go to next pixel in src
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srcPtr += sourceBytesPerPixel;
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// go to next pixel in dest
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destPtr += destBytesPerPixel;
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}
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// skip past the cache data for this row (if any)
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srcPtr += sourceCacheSize;
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}
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// assert if we stomped or underran memory
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AssertFatal(U32(destPtr - bmp->getWritableBits(mip)) == width * height * destBytesPerPixel, "GFXD3D11TextureObject::copyToBmp - memory error");
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AssertFatal(U32(srcPtr - (U8*)mappedRes.pData) == height * mappedRes.RowPitch, "GFXD3D11TextureObject::copyToBmp - memory error");
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D3D11DEVICECONTEXT->Unmap(pStagingTexture, subResource);
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}
|
||||
|
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// assert if we stomped or underran memory
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||||
AssertFatal(U32(destPtr - bmp->getWritableBits()) == width * height * destBytesPerPixel, "GFXD3D11TextureObject::copyToBmp - memory error");
|
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AssertFatal(U32(srcPtr - (U8*)mappedRes.pData) == height * mappedRes.RowPitch, "GFXD3D11TextureObject::copyToBmp - memory error");
|
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D3D11DEVICECONTEXT->Unmap(pStagingTexture, 0);
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||||
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||||
SAFE_RELEASE(pStagingTexture);
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PROFILE_END();
|
||||
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||||
|
|
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|
|
@ -150,7 +150,7 @@ public:
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virtual GFXShader* createShader() { return NULL; };
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||||
|
||||
|
||||
virtual void copyResource(GFXTextureObject *pDst, GFXCubemap *pSrc, const U32 face) { };
|
||||
virtual void clear( U32 flags, const LinearColorF& color, F32 z, U32 stencil ) { };
|
||||
virtual void clearColorAttachment(const U32 attachment, const LinearColorF& color) { };
|
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virtual bool beginSceneInternal() { return true; };
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|
|
@ -32,29 +32,10 @@
|
|||
#include "math/mathUtils.h"
|
||||
#include "math/mTransform.h"
|
||||
|
||||
|
||||
namespace CubemapSaver
|
||||
{
|
||||
const U32 CubeFaces = 6;
|
||||
|
||||
void _setConstBuffer(GFXShaderConstHandle* handle, GFXShaderConstBuffer *cbuf, const VectorF &vLookatPt, const VectorF &vUpVec)
|
||||
{
|
||||
VectorF cross = mCross(vUpVec, vLookatPt);
|
||||
cross.normalizeSafe();
|
||||
|
||||
MatrixF matView(true);
|
||||
matView.setColumn(0, cross);
|
||||
matView.setColumn(1, vLookatPt);
|
||||
matView.setColumn(2, vUpVec);
|
||||
matView.setPosition(VectorF(0.0f, 0.0f, 1.0f));
|
||||
matView.inverse();
|
||||
|
||||
if (handle->isValid())
|
||||
cbuf->set(handle, matView);
|
||||
else
|
||||
Con::errorf("CubemapSaver: Failed to set a shader constant handle.");
|
||||
}
|
||||
|
||||
bool save(GFXCubemapHandle cubemap, const Torque::Path &path, GFXFormat compressionFormat)
|
||||
{
|
||||
if (!cubemap.isValid())
|
||||
|
|
@ -63,93 +44,40 @@ namespace CubemapSaver
|
|||
return false;
|
||||
}
|
||||
|
||||
// This can sometimes occur outside a begin/end scene.
|
||||
const bool sceneBegun = GFX->canCurrentlyRender();
|
||||
if (!sceneBegun)
|
||||
GFX->beginScene();
|
||||
|
||||
GFXCubemap *pCubemap = cubemap.getPointer();
|
||||
U32 faceSize = pCubemap->getSize();
|
||||
const U32 faceSize = pCubemap->getSize();
|
||||
const U32 mipLevels = pCubemap->getMipMapLevels();
|
||||
|
||||
ShaderData *shaderData = nullptr;
|
||||
GFXShaderRef shader = Sim::findObject("CubemapSaveShader", shaderData) ? shaderData->getShader() : nullptr;
|
||||
if (!shader)
|
||||
{
|
||||
Con::errorf("CubemapSaver::save - could not find CubemapSaveShader");
|
||||
return false;
|
||||
}
|
||||
|
||||
GFXShaderConstHandle *matHandles[CubeFaces];
|
||||
|
||||
matHandles[0] = shader->getShaderConstHandle("$matrix0");
|
||||
matHandles[1] = shader->getShaderConstHandle("$matrix1");
|
||||
matHandles[2] = shader->getShaderConstHandle("$matrix2");
|
||||
matHandles[3] = shader->getShaderConstHandle("$matrix3");
|
||||
matHandles[4] = shader->getShaderConstHandle("$matrix4");
|
||||
matHandles[5] = shader->getShaderConstHandle("$matrix5");
|
||||
|
||||
GFXShaderConstBufferRef cbuffer = shader->allocConstBuffer();
|
||||
|
||||
GFXTextureTarget *pTarget = GFX->allocRenderToTextureTarget();
|
||||
GFX->pushActiveRenderTarget();
|
||||
|
||||
GFXFormat renderTargetFmt = GFXFormatR8G8B8A8;
|
||||
GFXFormat targetFmt = pCubemap->getFormat();
|
||||
//setup render targets
|
||||
GFXTexHandle pTextures[CubeFaces];
|
||||
for (U32 i = 0; i < CubeFaces; i++)
|
||||
for (U32 face = 0; face < CubeFaces; face++)
|
||||
{
|
||||
pTextures[i].set(faceSize, faceSize, renderTargetFmt,
|
||||
&GFXRenderTargetProfile, avar("%s() - (line %d)", __FUNCTION__, __LINE__),
|
||||
1, GFXTextureManager::AA_MATCH_BACKBUFFER);
|
||||
pTextures[face].set(faceSize, faceSize, targetFmt,
|
||||
&GFXStaticTextureProfile, avar("%s() - (line %d)", __FUNCTION__, __LINE__),
|
||||
mipLevels, GFXTextureManager::AA_MATCH_BACKBUFFER);
|
||||
|
||||
pTarget->attachTexture(GFXTextureTarget::RenderSlot(GFXTextureTarget::Color0 + i), pTextures[i]);
|
||||
// yep t3d has funky z up, need to change the face order
|
||||
GFX->copyResource(pTextures[face], pCubemap, GFXCubemap::zUpFaceIndex(face) );
|
||||
}
|
||||
|
||||
//create stateblock
|
||||
GFXStateBlockDesc desc;
|
||||
desc.setZReadWrite(false, false);
|
||||
desc.samplersDefined = true;
|
||||
desc.samplers[0].addressModeU = GFXAddressClamp;
|
||||
desc.samplers[0].addressModeV = GFXAddressClamp;
|
||||
desc.samplers[0].addressModeW = GFXAddressClamp;
|
||||
desc.samplers[0].magFilter = GFXTextureFilterLinear;
|
||||
desc.samplers[0].minFilter = GFXTextureFilterLinear;
|
||||
desc.samplers[0].mipFilter = GFXTextureFilterLinear;
|
||||
|
||||
//yep funky order and rotations with t3d z up
|
||||
_setConstBuffer(matHandles[0], cbuffer, VectorF(0.0f, 1.0f, 0.0f), VectorF(-1.0f, 0.0f, 0.0f));
|
||||
_setConstBuffer(matHandles[1], cbuffer, VectorF(0.0f, 1.0f, 0.0f), VectorF(1.0f, 0.0f, 0.0f));
|
||||
_setConstBuffer(matHandles[2], cbuffer, VectorF(0.0f, 1.0f, 0.0f), VectorF(0.0f, 0.0f, -1.0f));
|
||||
_setConstBuffer(matHandles[3], cbuffer, VectorF(0.0f, 1.0f, 0.0f), VectorF(0.0f, 0.0f, 1.0f));
|
||||
_setConstBuffer(matHandles[4], cbuffer, VectorF(0.0f, 0.0f, -1.0f), VectorF(0.0f, -1.0f, 0.0f));
|
||||
_setConstBuffer(matHandles[5], cbuffer, VectorF(0.0f, 0.0f, 1.0f), VectorF(0.0f, 1.0f, 0.0f));
|
||||
|
||||
GFXTransformSaver saver;
|
||||
GFX->setActiveRenderTarget(pTarget);
|
||||
GFX->clear(GFXClearTarget, ColorI(0, 0, 0, 0), 1.0f, 0);
|
||||
GFX->setStateBlockByDesc(desc);
|
||||
GFX->setWorldMatrix(MatrixF::Identity);
|
||||
GFX->setProjectionMatrix(MatrixF::Identity);
|
||||
GFX->setCubeTexture(0, pCubemap);
|
||||
GFX->setShaderConstBuffer(cbuffer);
|
||||
GFX->setShader(shader);
|
||||
GFX->drawPrimitive(GFXTriangleList, 0, 3);
|
||||
pTarget->resolve();
|
||||
|
||||
GBitmap *pBitmaps[CubeFaces];
|
||||
bool error = false;
|
||||
const bool compressedFormat = ImageUtil::isCompressedFormat(compressionFormat);
|
||||
const bool hasMips = mipLevels > 1 ? true : false;
|
||||
for (U32 i = 0; i < CubeFaces; i++)
|
||||
{
|
||||
pBitmaps[i] = new GBitmap(faceSize, faceSize, false, renderTargetFmt);
|
||||
pBitmaps[i] = new GBitmap(faceSize, faceSize, hasMips, targetFmt);
|
||||
bool result = pTextures[i].copyToBmp(pBitmaps[i]);
|
||||
if (!result)
|
||||
{
|
||||
Con::errorf("CubemapSaver: cubemap number %u failed to copy", i);
|
||||
error = true;
|
||||
}
|
||||
//gen mip maps
|
||||
pBitmaps[i]->extrudeMipLevels();
|
||||
//gen mip maps if there are none
|
||||
if(!hasMips)
|
||||
pBitmaps[i]->extrudeMipLevels();
|
||||
}
|
||||
|
||||
if (!error)
|
||||
|
|
@ -176,20 +104,10 @@ namespace CubemapSaver
|
|||
}
|
||||
}
|
||||
|
||||
//cleanup
|
||||
for (U32 i = 0; i < CubeFaces; i++)
|
||||
SAFE_DELETE(pBitmaps[i]);
|
||||
|
||||
//cleaup
|
||||
GFX->popActiveRenderTarget();
|
||||
GFX->setTexture(0, NULL);
|
||||
GFX->setShader(NULL);
|
||||
GFX->setShaderConstBuffer(NULL);
|
||||
GFX->setVertexBuffer(NULL);
|
||||
|
||||
// End it if we begun it.
|
||||
if (!sceneBegun)
|
||||
GFX->endScene();
|
||||
|
||||
|
||||
return true;
|
||||
}
|
||||
|
|
@ -202,135 +120,6 @@ namespace CubemapSaver
|
|||
return false;
|
||||
}
|
||||
|
||||
// This can sometimes occur outside a begin/end scene.
|
||||
const bool sceneBegun = GFX->canCurrentlyRender();
|
||||
if (!sceneBegun)
|
||||
GFX->beginScene();
|
||||
|
||||
GFXCubemap *pCubemap = cubemap.getPointer();
|
||||
U32 faceSize = pCubemap->getSize();
|
||||
|
||||
ShaderData *shaderData = nullptr;
|
||||
GFXShaderRef shader = Sim::findObject("CubemapSaveShader", shaderData) ? shaderData->getShader() : nullptr;
|
||||
if (!shader)
|
||||
{
|
||||
Con::errorf("CubemapSaver::save - could not find CubemapSaveShader");
|
||||
return false;
|
||||
}
|
||||
|
||||
GFXShaderConstHandle *matHandles[CubeFaces];
|
||||
|
||||
matHandles[0] = shader->getShaderConstHandle("$matrix0");
|
||||
matHandles[1] = shader->getShaderConstHandle("$matrix1");
|
||||
matHandles[2] = shader->getShaderConstHandle("$matrix2");
|
||||
matHandles[3] = shader->getShaderConstHandle("$matrix3");
|
||||
matHandles[4] = shader->getShaderConstHandle("$matrix4");
|
||||
matHandles[5] = shader->getShaderConstHandle("$matrix5");
|
||||
|
||||
GFXShaderConstBufferRef cbuffer = shader->allocConstBuffer();
|
||||
|
||||
GFXTextureTarget *pTarget = GFX->allocRenderToTextureTarget();
|
||||
GFX->pushActiveRenderTarget();
|
||||
|
||||
GFXFormat renderTargetFmt = GFXFormatR8G8B8A8;
|
||||
//setup render targets
|
||||
GFXTexHandle pTextures[CubeFaces];
|
||||
for (U32 i = 0; i < CubeFaces; i++)
|
||||
{
|
||||
pTextures[i].set(faceSize, faceSize, renderTargetFmt,
|
||||
&GFXRenderTargetProfile, avar("%s() - (line %d)", __FUNCTION__, __LINE__),
|
||||
1, GFXTextureManager::AA_MATCH_BACKBUFFER);
|
||||
|
||||
pTarget->attachTexture(GFXTextureTarget::RenderSlot(GFXTextureTarget::Color0 + i), pTextures[i]);
|
||||
}
|
||||
|
||||
//create stateblock
|
||||
GFXStateBlockDesc desc;
|
||||
desc.setZReadWrite(false, false);
|
||||
desc.samplersDefined = true;
|
||||
desc.samplers[0].addressModeU = GFXAddressClamp;
|
||||
desc.samplers[0].addressModeV = GFXAddressClamp;
|
||||
desc.samplers[0].addressModeW = GFXAddressClamp;
|
||||
desc.samplers[0].magFilter = GFXTextureFilterLinear;
|
||||
desc.samplers[0].minFilter = GFXTextureFilterLinear;
|
||||
desc.samplers[0].mipFilter = GFXTextureFilterLinear;
|
||||
|
||||
//yep funky order and rotations with t3d z up
|
||||
_setConstBuffer(matHandles[0], cbuffer, VectorF(0.0f, 1.0f, 0.0f), VectorF(-1.0f, 0.0f, 0.0f));
|
||||
_setConstBuffer(matHandles[1], cbuffer, VectorF(0.0f, 1.0f, 0.0f), VectorF(1.0f, 0.0f, 0.0f));
|
||||
_setConstBuffer(matHandles[2], cbuffer, VectorF(0.0f, 1.0f, 0.0f), VectorF(0.0f, 0.0f, -1.0f));
|
||||
_setConstBuffer(matHandles[3], cbuffer, VectorF(0.0f, 1.0f, 0.0f), VectorF(0.0f, 0.0f, 1.0f));
|
||||
_setConstBuffer(matHandles[4], cbuffer, VectorF(0.0f, 0.0f, -1.0f), VectorF(0.0f, -1.0f, 0.0f));
|
||||
_setConstBuffer(matHandles[5], cbuffer, VectorF(0.0f, 0.0f, 1.0f), VectorF(0.0f, 1.0f, 0.0f));
|
||||
|
||||
GFXTransformSaver saver;
|
||||
GFX->setActiveRenderTarget(pTarget);
|
||||
GFX->clear(GFXClearTarget, ColorI(0, 0, 0, 0), 1.0f, 0);
|
||||
GFX->setStateBlockByDesc(desc);
|
||||
GFX->setWorldMatrix(MatrixF::Identity);
|
||||
GFX->setProjectionMatrix(MatrixF::Identity);
|
||||
GFX->setCubeTexture(0, pCubemap);
|
||||
GFX->setShaderConstBuffer(cbuffer);
|
||||
GFX->setShader(shader);
|
||||
GFX->drawPrimitive(GFXTriangleList, 0, 3);
|
||||
pTarget->resolve();
|
||||
|
||||
bool error = false;
|
||||
const bool compressedFormat = ImageUtil::isCompressedFormat(compressionFormat);
|
||||
for (U32 i = 0; i < CubeFaces; i++)
|
||||
{
|
||||
//faceBitmaps[i] = new GBitmap(faceSize, faceSize, false, renderTargetFmt);
|
||||
bool result = pTextures[i].copyToBmp(faceBitmaps[i]);
|
||||
if (!result)
|
||||
{
|
||||
Con::errorf("CubemapSaver: cubemap number %u failed to copy", i);
|
||||
error = true;
|
||||
}
|
||||
//gen mip maps
|
||||
faceBitmaps[i]->extrudeMipLevels();
|
||||
}
|
||||
|
||||
/*if (!error)
|
||||
{
|
||||
DDSFile *pDds = DDSFile::createDDSCubemapFileFromGBitmaps(pBitmaps);
|
||||
if (pDds)
|
||||
{
|
||||
// non compressed format needs swizzling
|
||||
if (!compressedFormat)
|
||||
ImageUtil::swizzleDDS(pDds, Swizzles::bgra);
|
||||
|
||||
if (compressedFormat)
|
||||
ImageUtil::ddsCompress(pDds, compressionFormat);
|
||||
|
||||
FileStream stream;
|
||||
stream.open(path, Torque::FS::File::Write);
|
||||
|
||||
if (stream.getStatus() == Stream::Ok)
|
||||
pDds->write(stream);
|
||||
else
|
||||
Con::errorf("CubemapSaver: failed to open file stream for file %s", path.getFullPath().c_str());
|
||||
|
||||
SAFE_DELETE(pDds);
|
||||
}
|
||||
}
|
||||
|
||||
for (U32 i = 0; i < CubeFaces; i++)
|
||||
SAFE_DELETE(pBitmaps[i]);*/
|
||||
|
||||
//cleaup
|
||||
GFX->popActiveRenderTarget();
|
||||
GFX->setTexture(0, NULL);
|
||||
GFX->setShader(NULL);
|
||||
GFX->setShaderConstBuffer(NULL);
|
||||
GFX->setVertexBuffer(NULL);
|
||||
|
||||
// End it if we begun it.
|
||||
if (!sceneBegun)
|
||||
GFX->endScene();
|
||||
|
||||
if (error)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -35,7 +35,7 @@ GFXCubemap::~GFXCubemap()
|
|||
TEXMGR->releaseCubemap( this );
|
||||
}
|
||||
|
||||
U32 GFXCubemap::_zUpFaceIndex(const U32 index)
|
||||
U32 GFXCubemap::zUpFaceIndex(const U32 index)
|
||||
{
|
||||
switch (index)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -47,8 +47,6 @@ protected:
|
|||
/// Sets the cubemap file path.
|
||||
void _setPath( const String &path ) { mPath = path; }
|
||||
|
||||
/// Get Z up face index of the cubemap. DDS files will be stored Y up
|
||||
U32 _zUpFaceIndex(const U32 index);
|
||||
|
||||
U32 mMipMapLevels;
|
||||
public:
|
||||
|
|
@ -81,6 +79,9 @@ public:
|
|||
|
||||
/// Get the number of mip maps
|
||||
const U32 getMipMapLevels() const { return mMipMapLevels; }
|
||||
|
||||
/// Get Z up face index of the cubemap. DDS files will be stored Y up
|
||||
static U32 zUpFaceIndex(const U32 index);
|
||||
};
|
||||
|
||||
|
||||
|
|
|
|||
|
|
@ -826,6 +826,13 @@ public:
|
|||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
/// @name Copying methods
|
||||
/// @{
|
||||
|
||||
virtual void copyResource(GFXTextureObject *pDst, GFXCubemap *pSrc, const U32 face) = 0;
|
||||
|
||||
/// @}
|
||||
|
||||
/// @name Rendering methods
|
||||
/// @{
|
||||
|
||||
|
|
|
|||
|
|
@ -165,7 +165,7 @@ void GFXGLCubemap::initStatic( DDSFile *dds )
|
|||
}
|
||||
|
||||
// convert to Z up
|
||||
const U32 faceIndex = _zUpFaceIndex(i);
|
||||
const U32 faceIndex = zUpFaceIndex(i);
|
||||
|
||||
// Now loop thru the mip levels!
|
||||
for (U32 mip = 0; mip < mMipMapLevels; ++mip)
|
||||
|
|
|
|||
|
|
@ -116,7 +116,8 @@ public:
|
|||
virtual U32 getNumRenderTargets() const;
|
||||
|
||||
virtual GFXShader* createShader();
|
||||
|
||||
//TODO: implement me!
|
||||
virtual void copyResource(GFXTextureObject *pDst, GFXCubemap *pSrc, const U32 face) {};
|
||||
virtual void clear( U32 flags, const LinearColorF& color, F32 z, U32 stencil );
|
||||
virtual void clearColorAttachment(const U32 attachment, const LinearColorF& color);
|
||||
virtual bool beginSceneInternal();
|
||||
|
|
|
|||
|
|
@ -286,8 +286,6 @@ void AdvancedLightBinManager::render( SceneRenderState *state )
|
|||
MatrixSet &matrixSet = getRenderPass()->getMatrixSet();
|
||||
matrixSet.restoreSceneViewProjection();
|
||||
|
||||
const MatrixF &worldToCameraXfm = matrixSet.getWorldToCamera();
|
||||
|
||||
// Set up the SG Data
|
||||
SceneData sgData;
|
||||
sgData.init( state );
|
||||
|
|
@ -528,17 +526,6 @@ void AdvancedLightBinManager::_setupPerFrameParameters( const SceneRenderState *
|
|||
farPlane,
|
||||
vsFarPlane);
|
||||
}
|
||||
|
||||
MatrixSet &matrixSet = getRenderPass()->getMatrixSet();
|
||||
//matrixSet.restoreSceneViewProjection();
|
||||
|
||||
const MatrixF &worldToCameraXfm = matrixSet.getWorldToCamera();
|
||||
|
||||
MatrixF inverseViewMatrix = worldToCameraXfm;
|
||||
//inverseViewMatrix.fullInverse();
|
||||
//inverseViewMatrix.transpose();
|
||||
|
||||
//MatrixF inverseViewMatrix = MatrixF::Identity;
|
||||
}
|
||||
|
||||
void AdvancedLightBinManager::setupSGData( SceneData &data, const SceneRenderState* state, LightInfo *light )
|
||||
|
|
@ -623,10 +610,9 @@ AdvancedLightBinManager::LightMaterialInfo::LightMaterialInfo( const String &mat
|
|||
lightPosition(NULL),
|
||||
lightDirection(NULL),
|
||||
lightColor(NULL),
|
||||
lightAttenuation(NULL),
|
||||
lightRange(NULL),
|
||||
lightAmbient(NULL),
|
||||
lightTrilight(NULL),
|
||||
lightRange(NULL),
|
||||
lightInvSqrRange(NULL),
|
||||
lightAmbient(NULL),
|
||||
lightSpotParams(NULL)
|
||||
{
|
||||
Material *mat = MATMGR->getMaterialDefinitionByName( matName );
|
||||
|
|
@ -642,10 +628,9 @@ AdvancedLightBinManager::LightMaterialInfo::LightMaterialInfo( const String &mat
|
|||
|
||||
lightDirection = matInstance->getMaterialParameterHandle("$lightDirection");
|
||||
lightAmbient = matInstance->getMaterialParameterHandle("$lightAmbient");
|
||||
lightTrilight = matInstance->getMaterialParameterHandle("$lightTrilight");
|
||||
lightSpotParams = matInstance->getMaterialParameterHandle("$lightSpotParams");
|
||||
lightAttenuation = matInstance->getMaterialParameterHandle("$lightAttenuation");
|
||||
lightRange = matInstance->getMaterialParameterHandle("$lightRange");
|
||||
lightInvSqrRange = matInstance->getMaterialParameterHandle("$lightInvSqrRange");
|
||||
lightPosition = matInstance->getMaterialParameterHandle("$lightPosition");
|
||||
farPlane = matInstance->getMaterialParameterHandle("$farPlane");
|
||||
vsFarPlane = matInstance->getMaterialParameterHandle("$vsFarPlane");
|
||||
|
|
@ -686,87 +671,47 @@ void AdvancedLightBinManager::LightMaterialInfo::setLightParameters( const Light
|
|||
{
|
||||
MaterialParameters *matParams = matInstance->getMaterialParameters();
|
||||
|
||||
// Set color in the right format, set alpha to the luminance value for the color.
|
||||
LinearColorF col = lightInfo->getColor();
|
||||
|
||||
// TODO: The specularity control of the light
|
||||
// is being scaled by the overall lumiance.
|
||||
//
|
||||
// Not sure if this may be the source of our
|
||||
// bad specularity results maybe?
|
||||
//
|
||||
|
||||
const Point3F colorToLumiance( 0.3576f, 0.7152f, 0.1192f );
|
||||
F32 lumiance = mDot(*((const Point3F *)&lightInfo->getColor()), colorToLumiance );
|
||||
col.alpha *= lumiance;
|
||||
|
||||
matParams->setSafe( lightColor, col );
|
||||
matParams->setSafe( lightColor, lightInfo->getColor() );
|
||||
matParams->setSafe( lightBrightness, lightInfo->getBrightness() );
|
||||
|
||||
switch( lightInfo->getType() )
|
||||
{
|
||||
case LightInfo::Vector:
|
||||
{
|
||||
const VectorF lightDir = lightInfo->getDirection();
|
||||
matParams->setSafe( lightDirection, lightDir );
|
||||
|
||||
// Set small number for alpha since it represents existing specular in
|
||||
// the vector light. This prevents a divide by zero.
|
||||
LinearColorF ambientColor = renderState->getAmbientLightColor();
|
||||
ambientColor.alpha = 0.00001f;
|
||||
matParams->setSafe( lightAmbient, ambientColor );
|
||||
|
||||
// If no alt color is specified, set it to the average of
|
||||
// the ambient and main color to avoid artifacts.
|
||||
//
|
||||
// TODO: Trilight disabled until we properly implement it
|
||||
// in the light info!
|
||||
//
|
||||
//LinearColorF lightAlt = lightInfo->getAltColor();
|
||||
LinearColorF lightAlt( LinearColorF::BLACK ); // = lightInfo->getAltColor();
|
||||
if ( lightAlt.red == 0.0f && lightAlt.green == 0.0f && lightAlt.blue == 0.0f )
|
||||
lightAlt = (lightInfo->getColor() + renderState->getAmbientLightColor()) / 2.0f;
|
||||
|
||||
LinearColorF trilightColor = lightAlt;
|
||||
matParams->setSafe(lightTrilight, trilightColor);
|
||||
matParams->setSafe( lightDirection, lightInfo->getDirection());
|
||||
matParams->setSafe( lightAmbient, renderState->getAmbientLightColor());
|
||||
}
|
||||
break;
|
||||
|
||||
case LightInfo::Spot:
|
||||
{
|
||||
const F32 outerCone = lightInfo->getOuterConeAngle();
|
||||
const F32 innerCone = getMin( lightInfo->getInnerConeAngle(), outerCone );
|
||||
const F32 outerCos = mCos( mDegToRad( outerCone / 2.0f ) );
|
||||
const F32 innerCos = mCos( mDegToRad( innerCone / 2.0f ) );
|
||||
Point4F spotParams( outerCos,
|
||||
innerCos - outerCos,
|
||||
mCos( mDegToRad( outerCone ) ),
|
||||
0.0f );
|
||||
const F32 innerCone = getMin(lightInfo->getInnerConeAngle(), outerCone);
|
||||
const F32 outerCos = mCos(mDegToRad(outerCone / 2.0f));
|
||||
const F32 innerCos = mCos(mDegToRad(innerCone / 2.0f));
|
||||
Point2F spotParams(outerCos,innerCos - outerCos);
|
||||
|
||||
matParams->setSafe( lightSpotParams, spotParams );
|
||||
matParams->setSafe( lightDirection, lightInfo->getDirection());
|
||||
matParams->setSafe( lightPosition, lightInfo->getPosition());
|
||||
|
||||
const F32 radius = lightInfo->getRange().x;
|
||||
const F32 invSqrRadius = 1.0f / mSquared(radius);
|
||||
matParams->setSafe(lightRange, radius);
|
||||
matParams->setSafe(lightInvSqrRange, invSqrRadius);
|
||||
}
|
||||
// Fall through
|
||||
break;
|
||||
|
||||
case LightInfo::Point:
|
||||
{
|
||||
const F32 radius = lightInfo->getRange().x;
|
||||
matParams->setSafe( lightRange, radius );
|
||||
matParams->setSafe( lightPosition, lightInfo->getPosition());
|
||||
{
|
||||
matParams->setSafe(lightPosition, lightInfo->getPosition());
|
||||
|
||||
// Get the attenuation falloff ratio and normalize it.
|
||||
Point3F attenRatio = lightInfo->getExtended<ShadowMapParams>()->attenuationRatio;
|
||||
F32 total = attenRatio.x + attenRatio.y + attenRatio.z;
|
||||
if ( total > 0.0f )
|
||||
attenRatio /= total;
|
||||
|
||||
Point2F attenParams( ( 1.0f / radius ) * attenRatio.y,
|
||||
( 1.0f / ( radius * radius ) ) * attenRatio.z );
|
||||
|
||||
matParams->setSafe( lightAttenuation, attenParams );
|
||||
const F32 radius = lightInfo->getRange().x;
|
||||
const F32 invSqrRadius = 1.0f / (radius * radius);
|
||||
matParams->setSafe( lightRange, radius);
|
||||
matParams->setSafe( lightInvSqrRange, invSqrRadius);
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
default:
|
||||
AssertFatal( false, "Bad light type!" );
|
||||
|
|
|
|||
|
|
@ -165,10 +165,9 @@ protected:
|
|||
MaterialParameterHandle *lightDirection;
|
||||
MaterialParameterHandle *lightColor;
|
||||
MaterialParameterHandle *lightBrightness;
|
||||
MaterialParameterHandle *lightAttenuation;
|
||||
MaterialParameterHandle *lightRange;
|
||||
MaterialParameterHandle *lightInvSqrRange;
|
||||
MaterialParameterHandle *lightAmbient;
|
||||
MaterialParameterHandle *lightTrilight;
|
||||
MaterialParameterHandle *lightSpotParams;
|
||||
|
||||
LightMaterialInfo( const String &matName,
|
||||
|
|
|
|||
|
|
@ -92,7 +92,7 @@ new CustomMaterial( AL_VectorLightMaterial )
|
|||
sampler["colorBuffer"] = "#color";
|
||||
sampler["matInfoBuffer"] = "#matinfo";
|
||||
|
||||
target = "diffuseLighting";
|
||||
target = "AL_FormatToken";
|
||||
|
||||
pixVersion = 3.0;
|
||||
};
|
||||
|
|
@ -170,7 +170,7 @@ new CustomMaterial( AL_PointLightMaterial )
|
|||
sampler["colorBuffer"] = "#color";
|
||||
sampler["matInfoBuffer"] = "#matinfo";
|
||||
|
||||
target = "diffuseLighting";
|
||||
target = "AL_FormatToken";
|
||||
|
||||
pixVersion = 3.0;
|
||||
};
|
||||
|
|
@ -209,7 +209,7 @@ new CustomMaterial( AL_SpotLightMaterial )
|
|||
sampler["colorBuffer"] = "#color";
|
||||
sampler["matInfoBuffer"] = "#matinfo";
|
||||
|
||||
target = "diffuseLighting";
|
||||
target = "AL_FormatToken";
|
||||
|
||||
pixVersion = 3.0;
|
||||
};
|
||||
|
|
@ -375,17 +375,6 @@ new ShaderData( PrefiterCubemapShader )
|
|||
pixVersion = 3.0;
|
||||
};
|
||||
|
||||
new ShaderData( BRDFLookupShader )
|
||||
{
|
||||
DXVertexShaderFile = "shaders/common/lighting/advanced/cubemapV.hlsl";
|
||||
DXPixelShaderFile = "shaders/common/lighting/advanced/brdfLookupP.hlsl";
|
||||
|
||||
OGLVertexShaderFile = "shaders/common/lighting/advanced/gl/cubemapV.glsl";
|
||||
OGLPixelShaderFile = "shaders/common/lighting/advanced/gl/brdfLookupP.glsl";
|
||||
|
||||
pixVersion = 3.0;
|
||||
};
|
||||
|
||||
new ShaderData( SkyLightShader )
|
||||
{
|
||||
DXVertexShaderFile = "shaders/common/lighting/advanced/convexGeometryV.hlsl";
|
||||
|
|
|
|||
|
|
@ -138,16 +138,3 @@ singleton ShaderData( VolumetricFogReflectionShader )
|
|||
|
||||
pixVersion = 3.0;
|
||||
};
|
||||
|
||||
singleton ShaderData( CubemapSaveShader )
|
||||
{
|
||||
DXVertexShaderFile = "shaders/common/cubemapSaveV.hlsl";
|
||||
DXPixelShaderFile = "shaders/common/cubemapSaveP.hlsl";
|
||||
|
||||
OGLVertexShaderFile = "shaders/common/gl/cubemapSaveV.glsl";
|
||||
OGLPixelShaderFile = "shaders/common/gl/cubemapSaveP.glsl";
|
||||
|
||||
samplerNames[0] = "$cubemapTex";
|
||||
|
||||
pixVersion = 3.0;
|
||||
};
|
||||
|
|
@ -1,63 +0,0 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// Copyright (c) 2016 GarageGames, LLC
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to
|
||||
// deal in the Software without restriction, including without limitation the
|
||||
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
|
||||
// sell copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
||||
// IN THE SOFTWARE.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#include "shaderModel.hlsl"
|
||||
|
||||
struct Conn
|
||||
{
|
||||
float4 hpos : TORQUE_POSITION;
|
||||
float3 face_pos_x : TEXCOORD0;
|
||||
float3 face_neg_x : TEXCOORD1;
|
||||
float3 face_pos_y : TEXCOORD2;
|
||||
float3 face_neg_y : TEXCOORD3;
|
||||
float3 face_pos_z : TEXCOORD4;
|
||||
float3 face_neg_z : TEXCOORD5;
|
||||
};
|
||||
|
||||
struct Fragout
|
||||
{
|
||||
float4 target0 : TORQUE_TARGET0;
|
||||
float4 target1 : TORQUE_TARGET1;
|
||||
float4 target2 : TORQUE_TARGET2;
|
||||
float4 target3 : TORQUE_TARGET3;
|
||||
float4 target4 : TORQUE_TARGET4;
|
||||
float4 target5 : TORQUE_TARGET5;
|
||||
};
|
||||
|
||||
TORQUE_UNIFORM_SAMPLERCUBE(cubemapTex, 0);
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Main
|
||||
//-----------------------------------------------------------------------------
|
||||
Fragout main(Conn In)
|
||||
{
|
||||
Fragout Out;
|
||||
|
||||
Out.target0 = TORQUE_TEXCUBE(cubemapTex, In.face_pos_x);
|
||||
Out.target1 = TORQUE_TEXCUBE(cubemapTex, In.face_neg_x);
|
||||
Out.target2 = TORQUE_TEXCUBE(cubemapTex, In.face_pos_y);
|
||||
Out.target3 = TORQUE_TEXCUBE(cubemapTex, In.face_neg_y);
|
||||
Out.target4 = TORQUE_TEXCUBE(cubemapTex, In.face_pos_z);
|
||||
Out.target5 = TORQUE_TEXCUBE(cubemapTex, In.face_neg_z);
|
||||
|
||||
return Out;
|
||||
}
|
||||
|
|
@ -1,56 +0,0 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// Copyright (c) 2016 GarageGames, LLC
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to
|
||||
// deal in the Software without restriction, including without limitation the
|
||||
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
|
||||
// sell copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
||||
// IN THE SOFTWARE.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#include "shaderModel.hlsl"
|
||||
|
||||
struct Conn
|
||||
{
|
||||
float4 hpos : TORQUE_POSITION;
|
||||
float3 face_pos_x : TEXCOORD0;
|
||||
float3 face_neg_x : TEXCOORD1;
|
||||
float3 face_pos_y : TEXCOORD2;
|
||||
float3 face_neg_y : TEXCOORD3;
|
||||
float3 face_pos_z : TEXCOORD4;
|
||||
float3 face_neg_z : TEXCOORD5;
|
||||
};
|
||||
|
||||
uniform float4x4 matrix0;
|
||||
uniform float4x4 matrix1;
|
||||
uniform float4x4 matrix2;
|
||||
uniform float4x4 matrix3;
|
||||
uniform float4x4 matrix4;
|
||||
uniform float4x4 matrix5;
|
||||
|
||||
Conn main(uint id: SV_VertexID)
|
||||
{
|
||||
Conn Out;
|
||||
float4 vertex = float4(float2((id << 1) & 2, id & 2) * float2(2, -2) + float2(-1, 1), 0, 1);
|
||||
Out.hpos = vertex;
|
||||
Out.face_pos_x = mul(matrix0, vertex).xyz;
|
||||
Out.face_neg_x = mul(matrix1, vertex).xyz;
|
||||
Out.face_pos_y = mul(matrix2, vertex).xyz;
|
||||
Out.face_neg_y = mul(matrix3, vertex).xyz;
|
||||
Out.face_pos_z = mul(matrix4, vertex).xyz;
|
||||
Out.face_neg_z = mul(matrix5, vertex).xyz;
|
||||
|
||||
return Out;
|
||||
}
|
||||
|
|
@ -122,7 +122,7 @@ struct Surface
|
|||
}
|
||||
};
|
||||
|
||||
inline Surface CreateSurface(float4 gbuffer0, TORQUE_SAMPLER2D(gbufferTex1), TORQUE_SAMPLER2D(gbufferTex2), in float2 uv, in float3 wsEyePos, in float3 wsEyeRay, in float4x4 invView)
|
||||
inline Surface createSurface(float4 gbuffer0, TORQUE_SAMPLER2D(gbufferTex1), TORQUE_SAMPLER2D(gbufferTex2), in float2 uv, in float3 wsEyePos, in float3 wsEyeRay, in float4x4 invView)
|
||||
{
|
||||
Surface surface = (Surface)0;
|
||||
|
||||
|
|
@ -148,15 +148,17 @@ inline Surface CreateSurface(float4 gbuffer0, TORQUE_SAMPLER2D(gbufferTex1), TOR
|
|||
struct SurfaceToLight
|
||||
{
|
||||
float3 L; // surface to light vector
|
||||
float3 Lu; // un-normalized surface to light vector
|
||||
float3 H; // half-vector between view vector and light vector
|
||||
float NdotL; // cos(angle between N and L)
|
||||
float HdotV; // cos(angle between H and V) = HdotL = cos(angle between H and L)
|
||||
float NdotH; // cos(angle between N and H)
|
||||
};
|
||||
|
||||
inline SurfaceToLight CreateSurfaceToLight(in Surface surface, in float3 L)
|
||||
inline SurfaceToLight createSurfaceToLight(in Surface surface, in float3 L)
|
||||
{
|
||||
SurfaceToLight surfaceToLight = (SurfaceToLight)0;
|
||||
surfaceToLight.Lu = L;
|
||||
surfaceToLight.L = normalize(L);
|
||||
surfaceToLight.H = normalize(surface.V + surfaceToLight.L);
|
||||
surfaceToLight.NdotL = saturate(dot(surfaceToLight.L, surface.N));
|
||||
|
|
@ -187,15 +189,32 @@ float3 BRDF_GetDiffuse(in Surface surface, in SurfaceToLight surfaceToLight)
|
|||
return diffuse;
|
||||
}
|
||||
|
||||
// inverse square falloff from Epic Games' paper
|
||||
float Attenuate(float distToLight, float radius)
|
||||
//attenuations functions from "moving frostbite to pbr paper"
|
||||
//https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
|
||||
float smoothDistanceAtt ( float squaredDistance , float invSqrAttRadius )
|
||||
{
|
||||
float distanceByRadius = 1.0f - pow((distToLight / radius), 4);
|
||||
float clamped = pow(clamp(distanceByRadius, 0.0f, 1.0f), 2.0f);
|
||||
return clamped / (sqr(distToLight) + 1.0f);
|
||||
float factor = squaredDistance * invSqrAttRadius ;
|
||||
float smoothFactor = saturate (1.0f - factor * factor );
|
||||
return sqr(smoothFactor);
|
||||
}
|
||||
|
||||
inline float3 GetDirectionalLight(in Surface surface, in SurfaceToLight surfaceToLight, float3 lightColor, float lightIntensity, float shadow)
|
||||
float getDistanceAtt( float3 unormalizedLightVector , float invSqrAttRadius )
|
||||
{
|
||||
float sqrDist = dot ( unormalizedLightVector , unormalizedLightVector );
|
||||
float attenuation = 1.0 / (max ( sqrDist , 0.01*0.01) );
|
||||
attenuation *= smoothDistanceAtt ( sqrDist , invSqrAttRadius );
|
||||
return attenuation;
|
||||
}
|
||||
|
||||
float getSpotAngleAtt( float3 normalizedLightVector , float3 lightDir , float2 lightSpotParams )
|
||||
{
|
||||
float cd = dot ( lightDir , normalizedLightVector );
|
||||
float attenuation = saturate ( ( cd - lightSpotParams.x ) / lightSpotParams.y );
|
||||
// smooth the transition
|
||||
return sqr(attenuation);
|
||||
}
|
||||
|
||||
inline float3 getDirectionalLight(in Surface surface, in SurfaceToLight surfaceToLight, float3 lightColor, float lightIntensity, float shadow)
|
||||
{
|
||||
float3 factor = lightColor * max(surfaceToLight.NdotL, 0) * shadow * lightIntensity;
|
||||
float3 diffuse = BRDF_GetDiffuse(surface,surfaceToLight) * factor;
|
||||
|
|
@ -205,10 +224,9 @@ inline float3 GetDirectionalLight(in Surface surface, in SurfaceToLight surfaceT
|
|||
return final;
|
||||
}
|
||||
|
||||
inline float3 GetPointLight(in Surface surface, in SurfaceToLight surfaceToLight, float3 lightColor, float lightIntensity,float distToLight, float radius, float shadow)
|
||||
inline float3 getPunctualLight(in Surface surface, in SurfaceToLight surfaceToLight, float3 lightColor, float lightIntensity, float radius, float shadow)
|
||||
{
|
||||
float attenuation = Attenuate(distToLight,radius);
|
||||
|
||||
float attenuation = getDistanceAtt(surfaceToLight.Lu, radius);
|
||||
float3 factor = lightColor * max(surfaceToLight.NdotL, 0) * shadow * lightIntensity * attenuation;
|
||||
|
||||
float3 diffuse = BRDF_GetDiffuse(surface,surfaceToLight) * factor;
|
||||
|
|
@ -217,15 +235,3 @@ inline float3 GetPointLight(in Surface surface, in SurfaceToLight surfaceToLight
|
|||
float3 final = max(0.0f, diffuse + spec * surface.ao * surface.F);
|
||||
return final;
|
||||
}
|
||||
|
||||
inline float3 GetSpotLight(in Surface surface, in SurfaceToLight surfaceToLight, float3 lightColor, float lightIntensity,float distToLight, float radius, float shadow)
|
||||
{
|
||||
float attenuation = Attenuate(distToLight,radius);
|
||||
//attenuation *= ( cosAlpha - lightSpotParams.x ) / lightSpotParams.y;
|
||||
float3 factor = lightColor * max(surfaceToLight.NdotL, 0) * shadow * lightIntensity * attenuation;
|
||||
float3 diffuse = BRDF_GetDiffuse(surface,surfaceToLight) * factor;
|
||||
float3 spec = BRDF_GetSpecular(surface,surfaceToLight) * factor;
|
||||
|
||||
float3 final = max(0.0f, diffuse + spec * surface.ao * surface.F);
|
||||
return final;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,138 +0,0 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// Copyright (c) 2012 GarageGames, LLC
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to
|
||||
// deal in the Software without restriction, including without limitation the
|
||||
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
|
||||
// sell copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
||||
// IN THE SOFTWARE.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#include "../../torque.hlsl"
|
||||
|
||||
struct ConnectData
|
||||
{
|
||||
float4 hpos : TORQUE_POSITION;
|
||||
float2 uv : TEXCOORD;
|
||||
};
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
// http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html
|
||||
// efficient VanDerCorpus calculation.
|
||||
float RadicalInverse_VdC(uint bits)
|
||||
{
|
||||
bits = (bits << 16u) | (bits >> 16u);
|
||||
bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
|
||||
bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
|
||||
bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
|
||||
bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
|
||||
return float(bits) * 2.3283064365386963e-10; // / 0x100000000
|
||||
}
|
||||
// ----------------------------------------------------------------------------
|
||||
float2 Hammersley(uint i, uint N)
|
||||
{
|
||||
return float2(float(i)/float(N), RadicalInverse_VdC(i));
|
||||
}
|
||||
// ----------------------------------------------------------------------------
|
||||
float3 ImportanceSampleGGX(float2 Xi, float3 N, float roughness)
|
||||
{
|
||||
float a = roughness*roughness;
|
||||
|
||||
float phi = 2.0 * M_PI_F * Xi.x;
|
||||
float cosTheta = sqrt((1.0 - Xi.y) / (1.0 + (a*a - 1.0) * Xi.y));
|
||||
float sinTheta = sqrt(1.0 - cosTheta*cosTheta);
|
||||
|
||||
// from spherical coordinates to cartesian coordinates - halfway vector
|
||||
float3 H;
|
||||
H.x = cos(phi) * sinTheta;
|
||||
H.y = sin(phi) * sinTheta;
|
||||
H.z = cosTheta;
|
||||
|
||||
// from tangent-space H vector to world-space sample vector
|
||||
float3 up = abs(N.z) < 0.999 ? float3(0.0, 0.0, 1.0) : float3(1.0, 0.0, 0.0);
|
||||
float3 tangent = normalize(cross(up, N));
|
||||
float3 bitangent = cross(N, tangent);
|
||||
|
||||
float3 sampleVec = tangent * H.x + bitangent * H.y + N * H.z;
|
||||
return normalize(sampleVec);
|
||||
}
|
||||
// ----------------------------------------------------------------------------
|
||||
float GeometrySchlickGGX(float NdotV, float roughness)
|
||||
{
|
||||
// note that we use a different k for IBL
|
||||
float a = roughness;
|
||||
float k = (a * a) / 2.0;
|
||||
|
||||
float nom = NdotV;
|
||||
float denom = NdotV * (1.0 - k) + k;
|
||||
|
||||
return nom / denom;
|
||||
}
|
||||
// ----------------------------------------------------------------------------
|
||||
float GeometrySmith(float3 N, float3 V, float3 L, float roughness)
|
||||
{
|
||||
float NdotV = max(dot(N, V), 0.0);
|
||||
float NdotL = max(dot(N, L), 0.0);
|
||||
float ggx2 = GeometrySchlickGGX(NdotV, roughness);
|
||||
float ggx1 = GeometrySchlickGGX(NdotL, roughness);
|
||||
|
||||
return ggx1 * ggx2;
|
||||
}
|
||||
// ----------------------------------------------------------------------------
|
||||
float2 IntegrateBRDF(float NdotV, float roughness)
|
||||
{
|
||||
float3 V;
|
||||
V.x = sqrt(1.0 - NdotV*NdotV);
|
||||
V.y = 0.0;
|
||||
V.z = NdotV;
|
||||
|
||||
float A = 0.0;
|
||||
float B = 0.0;
|
||||
|
||||
float3 N = float3(0.0, 0.0, 1.0);
|
||||
|
||||
const uint SAMPLE_COUNT = 1024u;
|
||||
for(uint i = 0u; i < SAMPLE_COUNT; ++i)
|
||||
{
|
||||
// generates a sample vector that's biased towards the
|
||||
// preferred alignment direction (importance sampling).
|
||||
float2 Xi = Hammersley(i, SAMPLE_COUNT);
|
||||
float3 H = ImportanceSampleGGX(Xi, N, roughness);
|
||||
float3 L = normalize(2.0 * dot(V, H) * H - V);
|
||||
|
||||
float NdotL = max(L.z, 0.0);
|
||||
float NdotH = max(H.z, 0.0);
|
||||
float VdotH = max(dot(V, H), 0.0);
|
||||
|
||||
if(NdotL > 0.0)
|
||||
{
|
||||
float G = GeometrySmith(N, V, L, roughness);
|
||||
float G_Vis = (G * VdotH) / (NdotH * NdotV);
|
||||
float Fc = pow(1.0 - VdotH, 5.0);
|
||||
|
||||
A += (1.0 - Fc) * G_Vis;
|
||||
B += Fc * G_Vis;
|
||||
}
|
||||
}
|
||||
A /= float(SAMPLE_COUNT);
|
||||
B /= float(SAMPLE_COUNT);
|
||||
return float2(A, B);
|
||||
}
|
||||
|
||||
float4 main(ConnectData IN) : TORQUE_TARGET0
|
||||
{
|
||||
return float4(IntegrateBRDF(IN.uv.x, IN.uv.y).rg,0,1);
|
||||
//return float2(1,1);
|
||||
}
|
||||
|
|
@ -36,7 +36,6 @@ struct ConvexConnectP
|
|||
float4 vsEyeDir : TEXCOORD2;
|
||||
};
|
||||
|
||||
|
||||
#ifdef USE_COOKIE_TEX
|
||||
|
||||
/// The texture for cookie rendering.
|
||||
|
|
@ -130,12 +129,11 @@ uniform float4 lightMapParams;
|
|||
uniform float4 vsFarPlane;
|
||||
uniform float4 lightParams;
|
||||
|
||||
uniform float lightRange;
|
||||
uniform float lightRange;
|
||||
uniform float lightInvSqrRange;
|
||||
uniform float shadowSoftness;
|
||||
uniform float4x4 worldToCamera;
|
||||
uniform float3x3 viewToLightProj;
|
||||
uniform float3x3 worldToLightProj;
|
||||
uniform float3x3 dynamicViewToLightProj;
|
||||
|
||||
uniform float3 eyePosWorld;
|
||||
uniform float4x4 cameraToWorld;
|
||||
|
|
@ -154,7 +152,7 @@ float4 main( ConvexConnectP IN ) : SV_TARGET
|
|||
float3 wsEyeRay = mul(cameraToWorld, float4(vsEyeRay, 0)).xyz;
|
||||
|
||||
//create surface
|
||||
Surface surface = CreateSurface( normDepth, TORQUE_SAMPLER2D_MAKEARG(colorBuffer),TORQUE_SAMPLER2D_MAKEARG(matInfoBuffer),
|
||||
Surface surface = createSurface( normDepth, TORQUE_SAMPLER2D_MAKEARG(colorBuffer),TORQUE_SAMPLER2D_MAKEARG(matInfoBuffer),
|
||||
uvScene, eyePosWorld, wsEyeRay, cameraToWorld);
|
||||
|
||||
//early out if emissive
|
||||
|
|
@ -165,12 +163,12 @@ float4 main( ConvexConnectP IN ) : SV_TARGET
|
|||
|
||||
float3 L = lightPosition - surface.P;
|
||||
float dist = length(L);
|
||||
float3 result = 0.0.xxx;
|
||||
float3 lighting = 0.0.xxx;
|
||||
[branch]
|
||||
if (dist < lightRange)
|
||||
if(dist < lightRange)
|
||||
{
|
||||
float distToLight = dist / lightRange;
|
||||
SurfaceToLight surfaceToLight = CreateSurfaceToLight(surface, L);
|
||||
SurfaceToLight surfaceToLight = createSurfaceToLight(surface, L);
|
||||
|
||||
#ifdef NO_SHADOW
|
||||
float shadowed = 1.0;
|
||||
|
|
@ -183,50 +181,29 @@ float4 main( ConvexConnectP IN ) : SV_TARGET
|
|||
float shadowed = saturate( exp( lightParams.y * ( occ - distToLight ) ) );
|
||||
|
||||
#else
|
||||
// Static
|
||||
float2 shadowCoord = decodeShadowCoord( mul( worldToLightProj, -surfaceToLight.L ) ).xy;
|
||||
float static_shadowed = softShadow_filter(TORQUE_SAMPLER2D_MAKEARG(shadowMap),
|
||||
ssPos.xy,
|
||||
shadowCoord,
|
||||
shadowSoftness,
|
||||
distToLight,
|
||||
surfaceToLight.NdotL,
|
||||
lightParams.y);
|
||||
|
||||
// Dynamic
|
||||
float dynamic_shadowed = softShadow_filter(TORQUE_SAMPLER2D_MAKEARG(dynamicShadowMap),
|
||||
ssPos.xy,
|
||||
shadowCoord,
|
||||
shadowSoftness,
|
||||
distToLight,
|
||||
surfaceToLight.NdotL,
|
||||
lightParams.y);
|
||||
|
||||
float static_shadowed = softShadow_filter(TORQUE_SAMPLER2D_MAKEARG(shadowMap), ssPos.xy, shadowCoord, shadowSoftness, distToLight, surfaceToLight.NdotL, lightParams.y);
|
||||
float dynamic_shadowed = softShadow_filter(TORQUE_SAMPLER2D_MAKEARG(dynamicShadowMap), ssPos.xy, shadowCoord, shadowSoftness, distToLight, surfaceToLight.NdotL, lightParams.y);
|
||||
float shadowed = min(static_shadowed, dynamic_shadowed);
|
||||
|
||||
#endif
|
||||
|
||||
#endif // !NO_SHADOW
|
||||
|
||||
float3 lightcol = lightColor.rgb;
|
||||
float3 lightCol = lightColor.rgb;
|
||||
#ifdef USE_COOKIE_TEX
|
||||
|
||||
// Lookup the cookie sample.
|
||||
float4 cookie = TORQUE_TEXCUBE(cookieMap, mul(worldToLightProj, -surfaceToLight.L));
|
||||
|
||||
// Multiply the light with the cookie tex.
|
||||
lightcol *= cookie.rgb;
|
||||
|
||||
lightCol *= cookie.rgb;
|
||||
// Use a maximum channel luminance to attenuate
|
||||
// the lighting else we get specular in the dark
|
||||
// regions of the cookie texture.
|
||||
atten *= max(cookie.r, max(cookie.g, cookie.b));
|
||||
|
||||
lightCol *= max(cookie.r, max(cookie.g, cookie.b));
|
||||
#endif
|
||||
|
||||
//get point light contribution
|
||||
result = GetPointLight(surface, surfaceToLight, lightcol, lightBrightness, dist, lightRange, shadowed);
|
||||
//get punctual light contribution
|
||||
lighting = getPunctualLight(surface, surfaceToLight, lightCol, lightBrightness, lightInvSqrRange, shadowed);
|
||||
}
|
||||
|
||||
return float4(result, 0);
|
||||
return float4(lighting, 0);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,69 +0,0 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// Copyright (c) 2012 GarageGames, LLC
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to
|
||||
// deal in the Software without restriction, including without limitation the
|
||||
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
|
||||
// sell copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
||||
// IN THE SOFTWARE.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#include "../../shaderModelAutoGen.hlsl"
|
||||
#include "../../postfx/postFx.hlsl"
|
||||
#include "shaders/common/torque.hlsl"
|
||||
|
||||
TORQUE_UNIFORM_SAMPLER2D(colorBufferTex,0);
|
||||
TORQUE_UNIFORM_SAMPLER2D(diffuseLightingBuffer,1);
|
||||
TORQUE_UNIFORM_SAMPLER2D(matInfoTex,2);
|
||||
TORQUE_UNIFORM_SAMPLER2D(specularLightingBuffer,3);
|
||||
TORQUE_UNIFORM_SAMPLER2D(deferredTex,4);
|
||||
|
||||
uniform float radius;
|
||||
uniform float2 targetSize;
|
||||
uniform int captureRez;
|
||||
float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
|
||||
{
|
||||
float depth = TORQUE_DEFERRED_UNCONDITION( deferredTex, IN.uv0 ).w;
|
||||
|
||||
if (depth>0.9999)
|
||||
return float4(0,0,0,0);
|
||||
|
||||
float3 albedo = TORQUE_TEX2D( colorBufferTex, IN.uv0 ).rgb; //albedo
|
||||
float4 matInfo = TORQUE_TEX2D(matInfoTex, IN.uv0); //flags|smoothness|ao|metallic
|
||||
|
||||
bool emissive = getFlag(matInfo.r, 0);
|
||||
if (emissive)
|
||||
{
|
||||
return float4(albedo, 1.0);
|
||||
}
|
||||
|
||||
float4 diffuse = TORQUE_TEX2D( diffuseLightingBuffer, IN.uv0 ); //shadowmap*specular
|
||||
float4 specular = TORQUE_TEX2D( specularLightingBuffer, IN.uv0 ); //environment mapping*lightmaps
|
||||
|
||||
float metalness = matInfo.a;
|
||||
|
||||
float3 diffuseColor = albedo - (albedo * metalness);
|
||||
float3 specularColor = lerp(float3(0.04,0.04,0.04), albedo, metalness);
|
||||
|
||||
float3 light = (diffuseColor * diffuse.rgb) + (specularColor * specular.rgb);
|
||||
float2 relUV = IN.uv0*targetSize/captureRez;
|
||||
|
||||
//we use a 1k depth range in the capture frustum.
|
||||
//reduce that a bit to get something resembling depth fidelity out of 8 bits
|
||||
depth*=2000/radius;
|
||||
|
||||
float rLen = length(float3(relUV,depth)-float3(0.5,0.5,0));
|
||||
return hdrEncode( float4(light,rLen));
|
||||
}
|
||||
|
|
@ -79,31 +79,6 @@ float3 iblBoxSpecular(float3 normal, float3 wsPos, float roughness, float3 surfT
|
|||
return radiance;
|
||||
}
|
||||
|
||||
/*
|
||||
float defineSphereSpaceInfluence(float3 centroidPosVS, float rad, float2 atten, float3 surfPosVS, float3 norm)
|
||||
{
|
||||
// Build light vec, get length, clip pixel if needed
|
||||
float3 lightVec = centroidPosVS - surfPosVS;
|
||||
float lenLightV = length( lightVec );
|
||||
if (( rad - lenLightV )<0)
|
||||
return -1;
|
||||
|
||||
// Get the attenuated falloff.
|
||||
float attn = attenuate( float4(1,1,1,1), atten, lenLightV );
|
||||
if ((attn - 1e-6)<0)
|
||||
return -1;
|
||||
|
||||
// Normalize lightVec
|
||||
lightVec = lightVec /= lenLightV;
|
||||
|
||||
// If we can do dynamic branching then avoid wasting
|
||||
// fillrate on pixels that are backfacing to the light.
|
||||
float nDotL = abs(dot( lightVec, norm ));
|
||||
|
||||
return saturate( nDotL * attn );
|
||||
}
|
||||
*/
|
||||
|
||||
float defineBoxSpaceInfluence(float3 surfPosWS, float3 probePos, float radius, float atten)
|
||||
{
|
||||
float3 surfPosLS = mul( worldToObj, float4(surfPosWS,1.0)).xyz;
|
||||
|
|
@ -120,18 +95,6 @@ float defineBoxSpaceInfluence(float3 surfPosWS, float3 probePos, float radius, f
|
|||
return max(localDir.x, max(localDir.y, localDir.z)) * -1;
|
||||
}
|
||||
|
||||
float defineDepthInfluence(float3 probePosWS, float3 surfPosWS, TORQUE_SAMPLERCUBE(radianceCube))
|
||||
{
|
||||
//TODO properly: filter out pixels projected uppon by probes behind walls by looking up the depth stored in the probes cubemap alpha
|
||||
//and comparing legths
|
||||
float3 probeToSurf = probePosWS-surfPosWS;
|
||||
|
||||
float depthRef = TORQUE_TEXCUBELOD(cubeMap, float4(-probeToSurf,0)).a*radius;
|
||||
float dist = length( probeToSurf );
|
||||
|
||||
return depthRef-dist;
|
||||
}
|
||||
|
||||
float4 main( ConvexConnectP IN ) : SV_TARGET
|
||||
{
|
||||
// Compute scene UV
|
||||
|
|
@ -146,16 +109,14 @@ float4 main( ConvexConnectP IN ) : SV_TARGET
|
|||
float4 normDepth = TORQUE_DEFERRED_UNCONDITION(deferredBuffer, uvScene);
|
||||
|
||||
//create surface
|
||||
Surface surface = CreateSurface( normDepth, TORQUE_SAMPLER2D_MAKEARG(colorBuffer),TORQUE_SAMPLER2D_MAKEARG(matInfoBuffer),
|
||||
Surface surface = createSurface( normDepth, TORQUE_SAMPLER2D_MAKEARG(colorBuffer),TORQUE_SAMPLER2D_MAKEARG(matInfoBuffer),
|
||||
uvScene, eyePosWorld, wsEyeRay, cameraToWorld);
|
||||
|
||||
float tempAttenVal = 3.5;
|
||||
float blendVal = defineBoxSpaceInfluence(surface.P, probeWSPos, radius, tempAttenVal);
|
||||
clip(blendVal);
|
||||
|
||||
//flip me on to have probes filter by depth
|
||||
//clip(defineDepthInfluence(probeWSPos, worldPos, TORQUE_SAMPLERCUBE_MAKEARG(cubeMap)));
|
||||
|
||||
|
||||
//render into the bound space defined above
|
||||
float3 surfToEye = normalize(surface.P - eyePosWorld);
|
||||
float3 irradiance = TORQUE_TEXCUBELOD(irradianceCubemap, float4(surface.N,0)).xyz;
|
||||
|
|
|
|||
|
|
@ -46,7 +46,7 @@ float4 main( ConvexConnectP IN ) : SV_TARGET
|
|||
float4 normDepth = TORQUE_DEFERRED_UNCONDITION(deferredBuffer, uvScene);
|
||||
|
||||
//create surface
|
||||
Surface surface = CreateSurface( normDepth, TORQUE_SAMPLER2D_MAKEARG(colorBuffer),TORQUE_SAMPLER2D_MAKEARG(matInfoBuffer),
|
||||
Surface surface = createSurface( normDepth, TORQUE_SAMPLER2D_MAKEARG(colorBuffer),TORQUE_SAMPLER2D_MAKEARG(matInfoBuffer),
|
||||
uvScene, eyePosWorld, wsEyeRay, cameraToWorld);
|
||||
|
||||
float3 F = FresnelSchlickRoughness(surface.NdotV, surface.f0, surface.roughness);
|
||||
|
|
@ -58,7 +58,5 @@ float4 main( ConvexConnectP IN ) : SV_TARGET
|
|||
//final diffuse color
|
||||
float3 diffuse = kD * irradiance * surface.baseColor.rgb;
|
||||
|
||||
float blendVal = 0.0001;
|
||||
|
||||
return float4(diffuse + specular * surface.ao, 0);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -57,10 +57,11 @@ uniform float3 lightPosition;
|
|||
|
||||
uniform float4 lightColor;
|
||||
|
||||
uniform float lightRange;
|
||||
uniform float lightRange;
|
||||
uniform float lightInvSqrRange;
|
||||
uniform float3 lightDirection;
|
||||
|
||||
uniform float4 lightSpotParams;
|
||||
uniform float2 lightSpotParams;
|
||||
uniform float4 lightMapParams;
|
||||
uniform float4 vsFarPlane;
|
||||
uniform float4x4 worldToLightProj;
|
||||
|
|
@ -70,6 +71,7 @@ uniform float shadowSoftness;
|
|||
uniform float3 eyePosWorld;
|
||||
|
||||
uniform float4x4 cameraToWorld;
|
||||
uniform float4x4 worldToCamera;
|
||||
|
||||
float4 main( ConvexConnectP IN ) : SV_TARGET
|
||||
{
|
||||
|
|
@ -85,7 +87,7 @@ float4 main( ConvexConnectP IN ) : SV_TARGET
|
|||
float3 wsEyeRay = mul(cameraToWorld, float4(vsEyeRay, 0)).xyz;
|
||||
|
||||
//create surface
|
||||
Surface surface = CreateSurface( normDepth, TORQUE_SAMPLER2D_MAKEARG(colorBuffer),TORQUE_SAMPLER2D_MAKEARG(matInfoBuffer),
|
||||
Surface surface = createSurface( normDepth, TORQUE_SAMPLER2D_MAKEARG(colorBuffer),TORQUE_SAMPLER2D_MAKEARG(matInfoBuffer),
|
||||
uvScene, eyePosWorld, wsEyeRay, cameraToWorld);
|
||||
|
||||
//early out if emissive
|
||||
|
|
@ -93,27 +95,45 @@ float4 main( ConvexConnectP IN ) : SV_TARGET
|
|||
{
|
||||
return 0.0.xxxx;
|
||||
}
|
||||
|
||||
|
||||
float3 L = lightPosition - surface.P;
|
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float dist = length(L);
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float3 result = 0.0.xxx;
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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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if(dist < lightRange)
|
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{
|
||||
float distToLight = dist / lightRange;
|
||||
float spotFactor = dot(L, lightDirection);
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float spotCutOff = lightSpotParams.x;
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[branch]
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//if (spotFactor > spotCutOff)
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{
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SurfaceToLight surfaceToLight = CreateSurfaceToLight(surface, L);
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float shadowed = 1.0;
|
||||
float3 lightcol = lightColor.rgb;
|
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//get spot light contribution
|
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result = GetSpotLight(surface, surfaceToLight, lightcol, lightBrightness, dist, lightRange, shadowed);
|
||||
//result = float3(1.0,0,0);
|
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}
|
||||
SurfaceToLight surfaceToLight = createSurfaceToLight(surface, L);
|
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#ifdef NO_SHADOW
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float shadowed = 1.0;
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||||
#else
|
||||
// Get the shadow texture coordinate
|
||||
float4 pxlPosLightProj = mul( worldToLightProj, float4( surface.P, 1 ) );
|
||||
float2 shadowCoord = ( ( pxlPosLightProj.xy / pxlPosLightProj.w ) * 0.5 ) + float2( 0.5, 0.5 );
|
||||
shadowCoord.y = 1.0f - shadowCoord.y;
|
||||
//distance to light in shadow map space
|
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float distToLight = pxlPosLightProj.z / lightRange;
|
||||
float static_shadowed = softShadow_filter(TORQUE_SAMPLER2D_MAKEARG(shadowMap), ssPos.xy, shadowCoord, shadowSoftness, distToLight, surfaceToLight.NdotL, lightParams.y);
|
||||
float dynamic_shadowed = softShadow_filter(TORQUE_SAMPLER2D_MAKEARG(dynamicShadowMap), ssPos.xy, shadowCoord, shadowSoftness, distToLight, surfaceToLight.NdotL, lightParams.y);
|
||||
float shadowed = min(static_shadowed, dynamic_shadowed);
|
||||
#endif
|
||||
|
||||
float3 lightCol = lightColor.rgb;
|
||||
#ifdef USE_COOKIE_TEX
|
||||
// Lookup the cookie sample.
|
||||
float4 cookie = TORQUE_TEXCUBE(cookieMap, mul(worldToLightProj, -surfaceToLight.L));
|
||||
// Multiply the light with the cookie tex.
|
||||
lightCol *= cookie.rgb;
|
||||
// Use a maximum channel luminance to attenuate
|
||||
// the lighting else we get specular in the dark
|
||||
// regions of the cookie texture.
|
||||
lightCol *= max(cookie.r, max(cookie.g, cookie.b));
|
||||
#endif
|
||||
|
||||
//get Punctual light contribution
|
||||
lighting = getPunctualLight(surface, surfaceToLight, lightCol, lightBrightness, lightInvSqrRange, shadowed);
|
||||
//get spot angle attenuation
|
||||
lighting *= getSpotAngleAtt(-surfaceToLight.L, lightDirection, lightSpotParams );
|
||||
}
|
||||
|
||||
return float4(result, 0);
|
||||
return float4(lighting, 0);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -79,7 +79,6 @@ uniform float4 dynamicFarPlaneScalePSSM;
|
|||
|
||||
float4 AL_VectorLightShadowCast( TORQUE_SAMPLER2D(sourceShadowMap),
|
||||
float2 texCoord,
|
||||
float4x4 worldToLightProj,
|
||||
float3 worldPos,
|
||||
float4 scaleX,
|
||||
float4 scaleY,
|
||||
|
|
@ -187,7 +186,7 @@ float4 main(FarFrustumQuadConnectP IN) : SV_TARGET
|
|||
float4 normDepth = TORQUE_DEFERRED_UNCONDITION(deferredBuffer, IN.uv0);
|
||||
|
||||
//create surface
|
||||
Surface surface = CreateSurface( normDepth, TORQUE_SAMPLER2D_MAKEARG(colorBuffer),TORQUE_SAMPLER2D_MAKEARG(matInfoBuffer),
|
||||
Surface surface = createSurface( normDepth, TORQUE_SAMPLER2D_MAKEARG(colorBuffer),TORQUE_SAMPLER2D_MAKEARG(matInfoBuffer),
|
||||
IN.uv0, eyePosWorld, IN.wsEyeRay, cameraToWorld);
|
||||
|
||||
//early out if emissive
|
||||
|
|
@ -197,7 +196,7 @@ float4 main(FarFrustumQuadConnectP IN) : SV_TARGET
|
|||
}
|
||||
|
||||
//create surface to light
|
||||
SurfaceToLight surfaceToLight = CreateSurfaceToLight(surface, -lightDirection);
|
||||
SurfaceToLight surfaceToLight = createSurfaceToLight(surface, -lightDirection);
|
||||
|
||||
//light color might be changed by PSSM_DEBUG_RENDER
|
||||
float3 lightingColor = lightColor.rgb;
|
||||
|
|
@ -210,11 +209,10 @@ float4 main(FarFrustumQuadConnectP IN) : SV_TARGET
|
|||
float4 zDist = (zNearFarInvNearFar.x + zNearFarInvNearFar.y * surface.depth);
|
||||
float fadeOutAmt = ( zDist.x - fadeStartLength.x ) * fadeStartLength.y;
|
||||
|
||||
//there must be a more effecient way of doing this, two shadowcast lookups = very yucky!
|
||||
float4 static_shadowed_colors = AL_VectorLightShadowCast( TORQUE_SAMPLER2D_MAKEARG(shadowMap), IN.uv0.xy, worldToLightProj, surface.P, scaleX, scaleY, offsetX, offsetY,
|
||||
float4 static_shadowed_colors = AL_VectorLightShadowCast( TORQUE_SAMPLER2D_MAKEARG(shadowMap), IN.uv0.xy, surface.P, scaleX, scaleY, offsetX, offsetY,
|
||||
farPlaneScalePSSM, surfaceToLight.NdotL);
|
||||
|
||||
float4 dynamic_shadowed_colors = AL_VectorLightShadowCast( TORQUE_SAMPLER2D_MAKEARG(dynamicShadowMap), IN.uv0.xy, dynamicWorldToLightProj, surface.P, dynamicScaleX,
|
||||
float4 dynamic_shadowed_colors = AL_VectorLightShadowCast( TORQUE_SAMPLER2D_MAKEARG(dynamicShadowMap), IN.uv0.xy, surface.P, dynamicScaleX,
|
||||
dynamicScaleY, dynamicOffsetX, dynamicOffsetY, dynamicFarPlaneScalePSSM, surfaceToLight.NdotL);
|
||||
|
||||
float static_shadowed = static_shadowed_colors.a;
|
||||
|
|
@ -237,7 +235,7 @@ float4 main(FarFrustumQuadConnectP IN) : SV_TARGET
|
|||
#endif //NO_SHADOW
|
||||
|
||||
//get directional light contribution
|
||||
float3 result = GetDirectionalLight(surface, surfaceToLight, lightingColor.rgb, lightBrightness, shadow);
|
||||
float3 lighting = getDirectionalLight(surface, surfaceToLight, lightingColor.rgb, lightBrightness, shadow);
|
||||
|
||||
return float4(result, 0);
|
||||
return float4(lighting, 0);
|
||||
}
|
||||
|
|
|
|||
Loading…
Reference in a new issue