timmy merge work

This commit is contained in:
Tim Barnes 2018-11-28 17:51:52 +10:00
parent f1e584ca69
commit ab10cc0c87
29 changed files with 295 additions and 925 deletions

View file

@ -1,3 +1,26 @@
//-----------------------------------------------------------------------------
// 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 "T3D/lighting/IBLUtilities.h"
#include "console/engineAPI.h"
#include "materials/shaderData.h"
#include "gfx/gfxTextureManager.h"
@ -167,62 +190,7 @@ namespace IBLUtilities
{
Con::errorf("IBLUtilities::GenerateAndSavePrefilterMap - Failed to properly save out the baked irradiance!");
}
}
void GenerateBRDFTexture(GFXTexHandle &textureOut)
{
GFXTransformSaver saver;
ShaderData *brdfShaderData;
GFXShaderRef brdfShader = Sim::findObject("BRDFLookupShader", brdfShaderData) ? brdfShaderData->getShader() : NULL;
if (!brdfShader)
{
Con::errorf("IBLUtilities::GenerateBRDFTexture() - could not find BRDFLookupShader");
return;
}
U32 textureSize = textureOut->getWidth();
GFXTextureTargetRef renderTarget = GFX->allocRenderToTextureTarget();
GFX->pushActiveRenderTarget();
GFX->setShader(brdfShader);
renderTarget->attachTexture(GFXTextureTarget::Color0, textureOut);
GFX->setActiveRenderTarget(renderTarget);//potential bug here with the viewport not updating with the new size
GFX->setViewport(RectI(0, 0, textureSize, textureSize));//see above comment
GFX->clear(GFXClearTarget, LinearColorF::BLUE, 1.0f, 0);
GFX->drawPrimitive(GFXTriangleList, 0, 3);
renderTarget->resolve();
GFX->popActiveRenderTarget();
}
GFXTexHandle GenerateAndSaveBRDFTexture(String outputPath, S32 resolution)
{
GFXTexHandle brdfTexture = TEXMGR->createTexture(resolution, resolution, GFXFormatR8G8B8A8, &GFXRenderTargetProfile, 1, 0);
GenerateBRDFTexture(brdfTexture);
FileStream fs;
if (fs.open(outputPath, Torque::FS::File::Write))
{
// Read back the render target, dxt compress it, and write it to disk.
GBitmap brdfBmp(brdfTexture.getHeight(), brdfTexture.getWidth(), false, GFXFormatR8G8B8A8);
brdfTexture.copyToBmp(&brdfBmp);
brdfBmp.extrudeMipLevels();
DDSFile *brdfDDS = DDSFile::createDDSFileFromGBitmap(&brdfBmp);
ImageUtil::ddsCompress(brdfDDS, GFXFormatBC1);
// Write result to file stream
brdfDDS->write(fs);
delete brdfDDS;
}
fs.close();
return brdfTexture;
}
}
void bakeReflection(String outputPath, S32 resolution)
{
@ -662,9 +630,3 @@ namespace IBLUtilities
return angle;
}
};
DefineEngineFunction(GenerateBRDFTexture, bool, (String outputPath, S32 resolution), ("", 256),
"@brief returns true if control object is inside the fog\n\n.")
{
return IBLUtilities::GenerateAndSaveBRDFTexture(outputPath, resolution);
}

View file

@ -1,4 +1,40 @@
#pragma once
//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
#ifndef IBL_UTILS_H_
#define IBL_UTILS_H_
#ifndef _GFXTARGET_H_
#include "gfx/gfxTarget.h"
#endif
#ifndef _GFXCUBEMAP_H_
#include "gfx/gfxCubemap.h"
#endif
#ifndef _COLOR_H_
#include "core/color.h"
#endif
namespace IBLUtilities
{
@ -10,9 +46,6 @@ namespace IBLUtilities
void SaveCubeMap(String outputPath, GFXCubemapHandle &cubemap);
GFXTexHandle GenerateAndSaveBRDFTexture(String outputPath, S32 resolution);
void GenerateBRDFTexture(GFXTexHandle &textureOut);
void bakeReflection(String outputPath, S32 resolution);
LinearColorF decodeSH(Point3F normal, const LinearColorF SHTerms[9], const F32 SHConstants[5]);
@ -32,4 +65,6 @@ namespace IBLUtilities
F32 texelSolidAngle(F32 aU, F32 aV, U32 width, U32 height);
F32 areaElement(F32 x, F32 y);
};
};
#endif

View file

@ -36,7 +36,6 @@
#include "core/fileObject.h"
#include "core/resourceManager.h"
#include "console/simPersistId.h"
#include <string>
#include "T3D/gameFunctions.h"
#include "postFx/postEffect.h"
#include "renderInstance/renderProbeMgr.h"
@ -620,16 +619,13 @@ bool ReflectionProbe::createClientResources()
Con::errorf("ReflectionProbe::createClientResources() - Unable to load baked prefilter map at %s", getPrefilterMapPath().c_str());
}
//brdf lookup resources
//make the brdf lookup texture the same size as the prefilter texture
//brdf lookup texture
String brdfPath = Con::getVariable("$Core::BRDFTexture", "core/art/pbr/brdfTexture.dds");
mBrdfTexture = TEXMGR->createTexture(brdfPath, &GFXTexturePersistentProfile);
if (!mBrdfTexture)
{
mBrdfTexture = IBLUtilities::GenerateAndSaveBRDFTexture(brdfPath, 512);
return false;
}
mResourcesCreated = true;
@ -652,8 +648,8 @@ void ReflectionProbe::prepRenderImage(SceneRenderState *state)
//Culling distance. Can be adjusted for performance options considerations via the scalar
if (dist > mMaxDrawDistance * Con::getFloatVariable("$pref::GI::ProbeDrawDistScale", 1.0))
{
mProbeInfo->mScore = mMaxDrawDistance;
return;
mProbeInfo->mScore = mMaxDrawDistance;
return;
}
if (mReflectionModeType == DynamicCubemap && mRefreshRateMS < (Platform::getRealMilliseconds() - mDynamicLastBakeMS))
@ -685,7 +681,7 @@ void ReflectionProbe::prepRenderImage(SceneRenderState *state)
Point3F cameraOffset;
getRenderTransform().getColumn(3, &cameraOffset);
cameraOffset -= state->getDiffuseCameraPosition();
F32 dist = cameraOffset.len();
dist = cameraOffset.len();
if (dist < 0.01f)
dist = 0.01f;
@ -832,7 +828,7 @@ String ReflectionProbe::getPrefilterMapPath()
}
char fileName[256];
dSprintf(fileName, 256, "%s%s_Prefilter.DDS", mReflectionPath.c_str(), mProbeUniqueID.c_str());
dSprintf(fileName, 256, "%s%s_Prefilter.dds", mReflectionPath.c_str(), mProbeUniqueID.c_str());
return fileName;
}
@ -846,7 +842,7 @@ String ReflectionProbe::getIrradianceMapPath()
}
char fileName[256];
dSprintf(fileName, 256, "%s%s_Irradiance.DDS", mReflectionPath.c_str(), mProbeUniqueID.c_str());
dSprintf(fileName, 256, "%s%s_Irradiance.dds", mReflectionPath.c_str(), mProbeUniqueID.c_str());
return fileName;
}

View file

@ -36,7 +36,6 @@
#include "core/fileObject.h"
#include "core/resourceManager.h"
#include "console/simPersistId.h"
#include <string>
#include "T3D/gameFunctions.h"
#include "postFx/postEffect.h"
#include "renderInstance/renderProbeMgr.h"
@ -183,9 +182,6 @@ void Skylight::prepRenderImage(SceneRenderState *state)
if (!mEnabled || !Skylight::smRenderSkylights)
return;
Point3F distVec = getPosition() - state->getCameraPosition();
F32 dist = distVec.len();
//special hook-in for skylights
Point3F camPos = state->getCameraPosition();
mProbeInfo->mBounds.setCenter(camPos);

View file

@ -177,7 +177,7 @@ void GFXD3D11Cubemap::initStatic(DDSFile *dds)
continue;
// convert to Z up
const U32 faceIndex = _zUpFaceIndex(currentFace);
const U32 faceIndex = zUpFaceIndex(currentFace);
for(U32 currentMip = 0; currentMip < mMipMapLevels; currentMip++)
{

View file

@ -909,6 +909,25 @@ void GFXD3D11Device::setShaderConstBufferInternal(GFXShaderConstBuffer* buffer)
//-----------------------------------------------------------------------------
void GFXD3D11Device::copyResource(GFXTextureObject *pDst, GFXCubemap *pSrc, const U32 face)
{
AssertFatal(pDst, "GFXD3D11Device::copyResource: Destination texture is null");
AssertFatal(pSrc, "GFXD3D11Device::copyResource: Source cubemap is null");
GFXD3D11TextureObject *pD3DDst = static_cast<GFXD3D11TextureObject*>(pDst);
GFXD3D11Cubemap *pD3DSrc = static_cast<GFXD3D11Cubemap*>(pSrc);
const U32 mipLevels = pD3DSrc->getMipMapLevels();
for (U32 mip = 0; mip < mipLevels; mip++)
{
const U32 srcSubResource = D3D11CalcSubresource(mip, face, mipLevels);
const U32 dstSubResource = D3D11CalcSubresource(mip, 0, mipLevels);
mD3DDeviceContext->CopySubresourceRegion(pD3DDst->get2DTex(), dstSubResource, 0, 0, 0, pD3DSrc->get2DTex(), srcSubResource, NULL);
}
}
//-----------------------------------------------------------------------------
void GFXD3D11Device::clear(U32 flags, const LinearColorF& color, F32 z, U32 stencil)
{
// Make sure we have flushed our render target state.

View file

@ -239,6 +239,11 @@ public:
virtual U32 getNumRenderTargets() const { return 8; }
// }
// Copy methods
// {
virtual void copyResource(GFXTextureObject *pDst, GFXCubemap *pSrc, const U32 face);
// }
// Misc rendering control
// {
virtual void clear( U32 flags, const LinearColorF& color, F32 z, U32 stencil );

View file

@ -185,8 +185,7 @@ bool GFXD3D11TextureObject::copyToBmp(GBitmap* bmp)
AssertFatal(bmp->getWidth() == getWidth(), "GFXD3D11TextureObject::copyToBmp - source/dest width does not match");
AssertFatal(bmp->getHeight() == getHeight(), "GFXD3D11TextureObject::copyToBmp - source/dest height does not match");
const U32 width = getWidth();
const U32 height = getHeight();
const U32 mipLevels = getMipLevels();
bmp->setHasTransparency(mHasTransparency);
@ -221,52 +220,58 @@ bool GFXD3D11TextureObject::copyToBmp(GBitmap* bmp)
//copy the classes texture to the staging texture
D3D11DEVICECONTEXT->CopyResource(pStagingTexture, mD3DTexture);
//map the staging resource
D3D11_MAPPED_SUBRESOURCE mappedRes;
hr = D3D11DEVICECONTEXT->Map(pStagingTexture, 0, D3D11_MAP_READ, 0, &mappedRes);
if (FAILED(hr))
for (U32 mip = 0; mip < mipLevels; mip++)
{
//cleanup
SAFE_RELEASE(pStagingTexture);
Con::errorf("GFXD3D11TextureObject::copyToBmp - Failed to map staging texture");
return false;
}
// set pointers
const U8* srcPtr = (U8*)mappedRes.pData;
U8* destPtr = bmp->getWritableBits();
// we will want to skip over any D3D cache data in the source texture
const S32 sourceCacheSize = mappedRes.RowPitch - width * sourceBytesPerPixel;
AssertFatal(sourceCacheSize >= 0, "GFXD3D11TextureObject::copyToBmp - cache size is less than zero?");
// copy data into bitmap
for (U32 row = 0; row < height; ++row)
{
for (U32 col = 0; col < width; ++col)
const U32 width = bmp->getWidth(mip);
const U32 height = bmp->getHeight(mip);
//map the staging resource
D3D11_MAPPED_SUBRESOURCE mappedRes;
const U32 subResource = D3D11CalcSubresource(mip, 0, mipLevels);
hr = D3D11DEVICECONTEXT->Map(pStagingTexture, subResource, D3D11_MAP_READ, 0, &mappedRes);
if (FAILED(hr))
{
destPtr[0] = srcPtr[2]; // red
destPtr[1] = srcPtr[1]; // green
destPtr[2] = srcPtr[0]; // blue
if (destBytesPerPixel == 4)
destPtr[3] = srcPtr[3]; // alpha
// go to next pixel in src
srcPtr += sourceBytesPerPixel;
// go to next pixel in dest
destPtr += destBytesPerPixel;
//cleanup
SAFE_RELEASE(pStagingTexture);
Con::errorf("GFXD3D11TextureObject::copyToBmp - Failed to map staging texture");
return false;
}
// skip past the cache data for this row (if any)
srcPtr += sourceCacheSize;
// set pointers
const U8* srcPtr = (U8*)mappedRes.pData;
U8* destPtr = bmp->getWritableBits(mip);
// we will want to skip over any D3D cache data in the source texture
const S32 sourceCacheSize = mappedRes.RowPitch - width * sourceBytesPerPixel;
AssertFatal(sourceCacheSize >= 0, "GFXD3D11TextureObject::copyToBmp - cache size is less than zero?");
// copy data into bitmap
for (U32 row = 0; row < height; ++row)
{
for (U32 col = 0; col < width; ++col)
{
destPtr[0] = srcPtr[2]; // red
destPtr[1] = srcPtr[1]; // green
destPtr[2] = srcPtr[0]; // blue
if (destBytesPerPixel == 4)
destPtr[3] = srcPtr[3]; // alpha
// go to next pixel in src
srcPtr += sourceBytesPerPixel;
// go to next pixel in dest
destPtr += destBytesPerPixel;
}
// skip past the cache data for this row (if any)
srcPtr += sourceCacheSize;
}
// assert if we stomped or underran memory
AssertFatal(U32(destPtr - bmp->getWritableBits(mip)) == width * height * destBytesPerPixel, "GFXD3D11TextureObject::copyToBmp - memory error");
AssertFatal(U32(srcPtr - (U8*)mappedRes.pData) == height * mappedRes.RowPitch, "GFXD3D11TextureObject::copyToBmp - memory error");
D3D11DEVICECONTEXT->Unmap(pStagingTexture, subResource);
}
// assert if we stomped or underran memory
AssertFatal(U32(destPtr - bmp->getWritableBits()) == width * height * destBytesPerPixel, "GFXD3D11TextureObject::copyToBmp - memory error");
AssertFatal(U32(srcPtr - (U8*)mappedRes.pData) == height * mappedRes.RowPitch, "GFXD3D11TextureObject::copyToBmp - memory error");
D3D11DEVICECONTEXT->Unmap(pStagingTexture, 0);
SAFE_RELEASE(pStagingTexture);
PROFILE_END();

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@ -150,7 +150,7 @@ public:
virtual GFXShader* createShader() { return NULL; };
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() { return true; };

View file

@ -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;
}
}

View file

@ -35,7 +35,7 @@ GFXCubemap::~GFXCubemap()
TEXMGR->releaseCubemap( this );
}
U32 GFXCubemap::_zUpFaceIndex(const U32 index)
U32 GFXCubemap::zUpFaceIndex(const U32 index)
{
switch (index)
{

View file

@ -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);
};

View file

@ -826,6 +826,13 @@ public:
//-----------------------------------------------------------------------------
/// @name Copying methods
/// @{
virtual void copyResource(GFXTextureObject *pDst, GFXCubemap *pSrc, const U32 face) = 0;
/// @}
/// @name Rendering methods
/// @{

View file

@ -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)

View file

@ -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();

View file

@ -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!" );

View file

@ -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,

View file

@ -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";

View file

@ -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;
};

View file

@ -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;
}

View file

@ -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;
}

View file

@ -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;
}

View file

@ -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);
}

View file

@ -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);
}

View file

@ -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));
}

View file

@ -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;

View file

@ -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);
}

View file

@ -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;
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;
float spotFactor = dot(L, lightDirection);
float spotCutOff = lightSpotParams.x;
[branch]
//if (spotFactor > spotCutOff)
{
SurfaceToLight surfaceToLight = CreateSurfaceToLight(surface, L);
float shadowed = 1.0;
float3 lightcol = lightColor.rgb;
//get spot light contribution
result = GetSpotLight(surface, surfaceToLight, lightcol, lightBrightness, dist, lightRange, shadowed);
//result = float3(1.0,0,0);
}
SurfaceToLight surfaceToLight = createSurfaceToLight(surface, L);
#ifdef NO_SHADOW
float shadowed = 1.0;
#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
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);
}

View file

@ -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);
}