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

@ -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);
}