Cleanup/consolidation of shader logic. moved the common methods over to lighting.hlsl

Did all the setup work to feed data for forward probestuffs, just have to rewrite the shaderFeature to replicate the regular probe array logic.
This commit is contained in:
Areloch 2019-04-03 00:13:58 -05:00
parent 27a97fd273
commit afb5a589c3
8 changed files with 241 additions and 255 deletions

View file

@ -121,12 +121,12 @@ ProbeShaderConstants::ProbeShaderConstants()
mShader(NULL),
mProbeParamsSC(NULL),
mProbePositionSC(NULL),
mProbeRadiusSC(NULL),
mProbeRefPosSC(NULL),
mProbeBoxMinSC(NULL),
mProbeBoxMaxSC(NULL),
mProbeIsSphereSC(NULL),
mProbeLocalPosSC(NULL),
mProbeCubemapSC(NULL),
mProbeConfigDataSC(NULL),
mProbeSpecularCubemapSC(NULL),
mProbeIrradianceCubemapSC(NULL),
mProbeCountSC(NULL)
{
}
@ -155,14 +155,19 @@ void ProbeShaderConstants::init(GFXShader* shader)
//Reflection Probes
mProbePositionSC = shader->getShaderConstHandle(ShaderGenVars::probePosition);
mProbeRadiusSC = shader->getShaderConstHandle(ShaderGenVars::probeRadius);
mProbeRefPosSC = shader->getShaderConstHandle(ShaderGenVars::probeRefPos);
mProbeBoxMinSC = shader->getShaderConstHandle(ShaderGenVars::probeBoxMin);
mProbeBoxMaxSC = shader->getShaderConstHandle(ShaderGenVars::probeBoxMax);
mProbeIsSphereSC = shader->getShaderConstHandle(ShaderGenVars::probeIsSphere);
mProbeLocalPosSC = shader->getShaderConstHandle(ShaderGenVars::probeLocalPos);
mProbeCubemapSC = shader->getShaderConstHandle(ShaderGenVars::probeCubemap);
mWorldToObjArraySC = shader->getShaderConstHandle(ShaderGenVars::worldToObjArray);
mProbeConfigDataSC = shader->getShaderConstHandle(ShaderGenVars::probeConfigData);
mProbeSpecularCubemapSC = shader->getShaderConstHandle(ShaderGenVars::specularCubemapAR);
mProbeIrradianceCubemapSC = shader->getShaderConstHandle(ShaderGenVars::irradianceCubemapAR);
mProbeCountSC = shader->getShaderConstHandle(ShaderGenVars::probeCount);
mSkylightPrefilterMap = shader->getShaderConstHandle(ShaderGenVars::skylightPrefilterMap);
mSkylightIrradMap = shader->getShaderConstHandle(ShaderGenVars::skylightIrradMap);
mHasSkylight = shader->getShaderConstHandle(ShaderGenVars::hasSkylight);
mInit = true;
}
@ -548,23 +553,18 @@ ProbeShaderConstants* RenderProbeMgr::getProbeShaderConstants(GFXShaderConstBuff
void RenderProbeMgr::_update4ProbeConsts(const SceneData &sgData,
MatrixSet &matSet,
GFXShaderConstHandle *probePositionSC,
GFXShaderConstHandle *probeRadiusSC,
GFXShaderConstHandle *probeBoxMinSC,
GFXShaderConstHandle *probeBoxMaxSC,
GFXShaderConstHandle *probeCubemapSC,
GFXShaderConstHandle *probeIsSphereSC,
GFXShaderConstHandle *probeLocalPosSC,
ProbeShaderConstants *probeShaderConsts,
GFXShaderConstBuffer *shaderConsts)
{
PROFILE_SCOPE(ProbeManager_Update4ProbeConsts);
// Skip over gathering lights if we don't have to!
if (probePositionSC->isValid() ||
probeRadiusSC->isValid() ||
probeBoxMinSC->isValid() ||
probeBoxMaxSC->isValid() ||
probeCubemapSC->isValid()/* && (!ProbeRenderInst::all.empty())*/)
if (probeShaderConsts->mProbePositionSC->isValid() ||
probeShaderConsts->mProbeConfigDataSC->isValid() ||
probeShaderConsts->mProbeBoxMinSC->isValid() ||
probeShaderConsts->mProbeBoxMaxSC->isValid() ||
probeShaderConsts->mProbeSpecularCubemapSC->isValid() ||
probeShaderConsts->mProbeIrradianceCubemapSC->isValid()/* && (!ProbeRenderInst::all.empty())*/)
{
PROFILE_SCOPE(ProbeManager_Update4ProbeConsts_setProbes);
@ -606,7 +606,7 @@ void RenderProbeMgr::_update4ProbeConsts(const SceneData &sgData,
if (!probe->mIsEnabled)
continue;
// The light positions and spot directions are
// The light positions and spot directions are
// in SoA order to make optimal use of the GPU.
const Point3F &probePos = probe->getPosition();
probePositions[i].x = probePos.x;
@ -643,48 +643,90 @@ void RenderProbeMgr::_update4ProbeConsts(const SceneData &sgData,
}
}*/
for (U32 i = 0; i < 4; i++)
//Array rendering
U32 probeCount = ProbeRenderInst::all.size();
mEffectiveProbeCount = 0;
mMipCount = 0;
if (probePositionsData.size() != MAXPROBECOUNT)
{
probePositions[i].x = 0;
probePositions[i].y = 0;
probePositions[i].z = 0;
probeRadius[i] = 0;
probeBoxMins[i].x = 0;
probeBoxMins[i].y = 0;
probeBoxMins[i].z = 0;
probeBoxMaxs[i].x = 0;
probeBoxMaxs[i].y = 0;
probeBoxMaxs[i].z = 0;
probeIsSphere[i] = 0;
probeLocalPositions[i].x = 0;
probeLocalPositions[i].y = 0;
probeLocalPositions[i].z = 0;
S32 samplerReg = probeCubemapSC->getSamplerRegister();
GFX->setCubeTexture(samplerReg + i, nullptr);
probePositionsData.setSize(MAXPROBECOUNT);
probeRefPositionsData.setSize(MAXPROBECOUNT);
probeWorldToObjData.setSize(MAXPROBECOUNT);
probeBBMinData.setSize(MAXPROBECOUNT);
probeBBMaxData.setSize(MAXPROBECOUNT);
probeConfigData.setSize(MAXPROBECOUNT);
}
shaderConsts->setSafe(probePositionSC, probePositions);
shaderConsts->setSafe(probeRadiusSC, probeRadius);
shaderConsts->setSafe(probeBoxMinSC, probeBoxMins);
shaderConsts->setSafe(probeBoxMaxSC, probeBoxMaxs);
shaderConsts->setSafe(probeLocalPosSC, probeLocalPositions);
shaderConsts->setSafe(probeIsSphereSC, probeIsSphere);
probePositionsData.fill(Point4F::Zero);
probeRefPositionsData.fill(Point4F::Zero);
probeWorldToObjData.fill(MatrixF::Identity);
probeBBMinData.fill(Point4F::Zero);
probeBBMaxData.fill(Point4F::Zero);
probeConfigData.fill(Point4F::Zero);
cubeMaps.clear();
irradMaps.clear();
Vector<U32> cubemapIdxes;
U32 effectiveProbeCount = 0;
bool hasSkylight = false;
for (U32 i = 0; i < probeCount; i++)
{
if (effectiveProbeCount >= 4)
break;
const ProbeRenderInst& curEntry = *ProbeRenderInst::all[i];
if (!curEntry.mIsEnabled)
continue;
if (curEntry.mIsSkylight)
{
GFX->setCubeTexture(probeShaderConsts->mSkylightPrefilterMap->getSamplerRegister(), curEntry.mPrefilterCubemap);
GFX->setCubeTexture(probeShaderConsts->mSkylightIrradMap->getSamplerRegister(), curEntry.mIrradianceCubemap);
shaderConsts->setSafe(probeShaderConsts->mHasSkylight, true);
hasSkylight = true;
continue;
}
//Setup
/*Point3F probePos = curEntry.getPosition();
Point3F refPos = curEntry.getPosition() + curEntry.mProbeRefOffset;
probePositionsData[mEffectiveProbeCount] = Point4F(probePos.x, probePos.y, probePos.z, 0);
probeRefPositionsData[mEffectiveProbeCount] = Point4F(refPos.x, refPos.y, refPos.z, 0);
probeWorldToObjData[mEffectiveProbeCount] = curEntry.getTransform();
Point3F bbMin = refPos - curEntry.mProbeRefScale / 2 * curEntry.getTransform().getScale();
Point3F bbMax = refPos + curEntry.mProbeRefScale / 2 * curEntry.getTransform().getScale();
probeBBMinData[mEffectiveProbeCount] = Point4F(bbMin.x, bbMin.y, bbMin.z, 0);
probeBBMaxData[mEffectiveProbeCount] = Point4F(bbMax.x, bbMax.y, bbMax.z, 0);
probeConfigData[mEffectiveProbeCount] = Point4F(curEntry.mProbeShapeType,
curEntry.mRadius,
curEntry.mAtten,
curEntry.mCubemapIndex);
cubeMaps.push_back(curEntry.mPrefilterCubemap);
irradMaps.push_back(curEntry.mIrradianceCubemap);
cubemapIdxes.push_back(i);*/
effectiveProbeCount++;
}
if (!hasSkylight)
shaderConsts->setSafe(probeShaderConsts->mHasSkylight, false);
}
else
/*else
{
if (probeCubemapSC->isValid())
{
for (U32 i = 0; i < 4; ++i)
GFX->setCubeTexture(probeCubemapSC->getSamplerRegister() + i, NULL);
}
}
}*/
}
void RenderProbeMgr::setProbeInfo(ProcessedMaterial *pmat,
@ -717,16 +759,7 @@ void RenderProbeMgr::setProbeInfo(ProcessedMaterial *pmat,
MatrixSet matSet = state->getRenderPass()->getMatrixSet();
// Update the forward shading light constants.
_update4ProbeConsts(sgData,
matSet,
psc->mProbePositionSC,
psc->mProbeRadiusSC,
psc->mProbeBoxMinSC,
psc->mProbeBoxMaxSC,
psc->mProbeCubemapSC,
psc->mProbeIsSphereSC,
psc->mProbeLocalPosSC,
shaderConsts);
_update4ProbeConsts(sgData, matSet, psc, shaderConsts);
}
//-----------------------------------------------------------------------------

View file

@ -136,14 +136,19 @@ struct ProbeShaderConstants
//Reflection Probes
GFXShaderConstHandle *mProbePositionSC;
GFXShaderConstHandle *mProbeRadiusSC;
GFXShaderConstHandle *mProbeRefPosSC;
GFXShaderConstHandle *mProbeBoxMinSC;
GFXShaderConstHandle *mProbeBoxMaxSC;
GFXShaderConstHandle *mProbeIsSphereSC;
GFXShaderConstHandle *mProbeLocalPosSC;
GFXShaderConstHandle *mProbeCubemapSC;
GFXShaderConstHandle *mWorldToObjArraySC;
GFXShaderConstHandle *mProbeConfigDataSC;
GFXShaderConstHandle *mProbeSpecularCubemapSC;
GFXShaderConstHandle *mProbeIrradianceCubemapSC;
GFXShaderConstHandle *mProbeCountSC;
GFXShaderConstHandle *mSkylightPrefilterMap;
GFXShaderConstHandle *mSkylightIrradMap;
GFXShaderConstHandle *mHasSkylight;
ProbeShaderConstants();
~ProbeShaderConstants();
@ -239,13 +244,7 @@ protected:
/// for the stock 4 light forward lighting code.
void _update4ProbeConsts(const SceneData &sgData,
MatrixSet &matSet,
GFXShaderConstHandle *probePositionSC,
GFXShaderConstHandle *probeRadiusSC,
GFXShaderConstHandle *probeBoxMinSC,
GFXShaderConstHandle *probeBoxMaxSC,
GFXShaderConstHandle *probeCubemapSC,
GFXShaderConstHandle *probeIsSphereSC,
GFXShaderConstHandle *probeLocalPosSC,
ProbeShaderConstants *probeShaderConsts,
GFXShaderConstBuffer *shaderConsts);
void _setupStaticParameters();

View file

@ -3010,52 +3010,57 @@ void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList
Var *albedo = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));
//Reflection Probe WIP
Var *inProbePos = new Var("inProbePos", "float3");
Var *inProbePos = new Var("inProbePosArray", "float4");
inProbePos->arraySize = 4;
inProbePos->uniform = true;
inProbePos->constSortPos = cspPotentialPrimitive;
Var *inProbeRadius = new Var("inProbeRadius", "float");
Var *inProbeRadius = new Var("inRefPosArray", "float4");
inProbeRadius->arraySize = 4;
inProbeRadius->uniform = true;
inProbeRadius->constSortPos = cspPotentialPrimitive;
Var *inProbeBoxMin = new Var("inProbeBoxMin", "float3");
Var *inProbeBoxMin = new Var("inProbeBoxMin", "float4");
inProbeBoxMin->arraySize = 4;
inProbeBoxMin->uniform = true;
inProbeBoxMin->constSortPos = cspPotentialPrimitive;
Var *inProbeBoxMax = new Var("inProbeBoxMax", "float3");
Var *inProbeBoxMax = new Var("inProbeBoxMax", "float4");
inProbeBoxMax->arraySize = 4;
inProbeBoxMax->uniform = true;
inProbeBoxMax->constSortPos = cspPotentialPrimitive;
Var *inProbeIsSphere = new Var("inProbeIsSphere", "float");
Var *inProbeIsSphere = new Var("probeConfigData", "float4");
inProbeIsSphere->arraySize = 4;
inProbeIsSphere->uniform = true;
inProbeIsSphere->constSortPos = cspPotentialPrimitive;
Var *inProbeLocalPos = new Var("inProbeLocalPos", "float3");
inProbeLocalPos->arraySize = 4;
inProbeLocalPos->uniform = true;
inProbeLocalPos->constSortPos = cspPotentialPrimitive;
Var *worldToObjArray = new Var("worldToObjArray", "float4x4");
worldToObjArray->arraySize = 4;
worldToObjArray->uniform = true;
worldToObjArray->constSortPos = cspPotentialPrimitive;
Var *inProbeCubemap = new Var("inProbeCubemap", "SamplerState");
//inProbeCubemap->arraySize = 4;
inProbeCubemap->uniform = true;
inProbeCubemap->sampler = true;
inProbeCubemap->constNum = Var::getTexUnitNum(); // used as texture unit num here
Var *specularCubemapAR = new Var("specularCubemapAR", "SamplerState");
specularCubemapAR->uniform = true;
specularCubemapAR->sampler = true;
specularCubemapAR->constNum = Var::getTexUnitNum(); // used as texture unit num here
Var *inProbeCubemapTex = new Var("inProbeCubemapTex", "TextureCube");
//inProbeCubemapTex->arraySize = 4;
inProbeCubemapTex->uniform = true;
inProbeCubemapTex->texture = true;
inProbeCubemapTex->constNum = inProbeCubemap->constNum;
Var *specularCubemapARTex = new Var("specularCubemapARTex", "TextureCubeArray");
specularCubemapARTex->uniform = true;
specularCubemapARTex->texture = true;
specularCubemapARTex->constNum = specularCubemapAR->constNum;
//Var *nDotL = new Var("nDotL", "float3");
//meta->addStatement(new GenOp(" @ = abs(dot(@,@);\r\n", new DecOp(nDotL), wsView, wsNormal));
Var *irradianceCubemapAR = new Var("irradianceCubemapAR", "SamplerState");
irradianceCubemapAR->uniform = true;
irradianceCubemapAR->sampler = true;
irradianceCubemapAR->constNum = Var::getTexUnitNum(); // used as texture unit num here
Var *probeVec = new Var("probeVec", "float3");
Var *irradianceCubemapARTex = new Var("irradianceCubemapARTex", "TextureCubeArray");
irradianceCubemapARTex->uniform = true;
irradianceCubemapARTex->texture = true;
irradianceCubemapARTex->constNum = specularCubemapAR->constNum;
/*Var *probeVec = new Var("probeVec", "float3");
meta->addStatement(new GenOp(" @ = @[0] - @;\r\n", new DecOp(probeVec), inProbePos, wsPosition));
Var *nDotL = new Var("nDotL", "float");
@ -3087,7 +3092,7 @@ void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList
meta->addStatement(new GenOp("/* if (dot( @, @ ) < 0.0f)\r\n", probeVec, wsNormal));
meta->addStatement(new GenOp(" clip(@); */\r\n", fa));
meta->addStatement(new GenOp(" clip(@); *//*\r\n", fa));
meta->addStatement(new GenOp(" \r\n"));
@ -3130,7 +3135,9 @@ void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList
else
{
meta->addStatement(new GenOp(" @.rgb = simpleFresnel(@.rgb, @, 0, @, @, @));\r\n", albedo, albedo, probeColor, angle, FRESNEL_BIAS, FRESNEL_POWER));
}
}*/
meta->addStatement(new GenOp(" @.rgb = float3(1,1,1);\r\n", albedo));
output = meta;
}

View file

@ -70,15 +70,21 @@ const String ShaderGenVars::smoothness("$smoothness");
const String ShaderGenVars::metalness("$metalness");
//Reflection Probes
const String ShaderGenVars::probePosition("$inProbePos");
const String ShaderGenVars::probeRadius("$inProbeRadius");
const String ShaderGenVars::probePosition("$inProbePosArray");
const String ShaderGenVars::probeRefPos("$inRefPosArray");
const String ShaderGenVars::probeBoxMin("$inProbeBoxMin");
const String ShaderGenVars::probeBoxMax("$inProbeBoxMax");
const String ShaderGenVars::probeLocalPos("$inProbeLocalPos");
const String ShaderGenVars::probeIsSphere("$inProbeIsSphere");
const String ShaderGenVars::probeCubemap("$inProbeCubemap");
const String ShaderGenVars::worldToObjArray("$worldToObjArray");
const String ShaderGenVars::probeConfigData("$probeConfigData");
const String ShaderGenVars::specularCubemapAR("$specularCubemapAR");
const String ShaderGenVars::irradianceCubemapAR("$irradianceCubemapAR");
const String ShaderGenVars::probeCount("$numProbes");
//Skylight
const String ShaderGenVars::skylightPrefilterMap("$skylightPrefilterMap");
const String ShaderGenVars::skylightIrradMap("$skylightIrradMap");
const String ShaderGenVars::hasSkylight("$hasSkylight");
// These are ignored by the D3D layers.
const String ShaderGenVars::fogMap("$fogMap");
const String ShaderGenVars::dlightMap("$dlightMap");

View file

@ -84,13 +84,19 @@ struct ShaderGenVars
//Reflection Probes
const static String probePosition;
const static String probeRadius;
const static String probeRefPos;
const static String probeBoxMin;
const static String probeBoxMax;
const static String probeLocalPos;
const static String probeIsSphere;
const static String probeCubemap;
const static String worldToObjArray;
const static String probeConfigData;
const static String specularCubemapAR;
const static String irradianceCubemapAR;
const static String probeCount;
//Skylight
const static String skylightPrefilterMap;
const static String skylightIrradMap;
const static String hasSkylight;
// Textures
const static String fogMap;

View file

@ -237,3 +237,42 @@ inline float3 getPunctualLight(in Surface surface, in SurfaceToLight surfaceToLi
}
//Probe IBL stuff
float defineSphereSpaceInfluence(Surface surface, float3 wsProbePosition, float radius)
{
float3 L = wsProbePosition.xyz - surface.P;
float contribution = 1.0 - length(L) / radius;
return contribution;
}
float getDistBoxToPoint(float3 pt, float3 extents)
{
float3 d = max(max(-extents - pt, 0), pt - extents);
return max(max(d.x, d.y), d.z);
}
float defineBoxSpaceInfluence(Surface surface, float4x4 worldToObj, float attenuation)
{
float3 surfPosLS = mul(worldToObj, float4(surface.P, 1.0)).xyz;
float atten = 1.0 - attenuation;
float baseVal = 0.25;
float dist = getDistBoxToPoint(surfPosLS, float3(baseVal, baseVal, baseVal));
return saturate(smoothstep(baseVal + 0.0001, atten*baseVal, dist));
}
// Box Projected IBL Lighting
// Based on: http://www.gamedev.net/topic/568829-box-projected-cubemap-environment-mapping/
// and https://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/
float3 boxProject(Surface surface, float4x4 worldToObj, float3 bbMin, float3 bbMax, float3 refPosition)
{
float3 RayLS = mul(worldToObj, float4(surface.R, 0.0)).xyz;
float3 PositionLS = mul(worldToObj, float4(surface.P, 1.0)).xyz;
float3 unit = bbMax.xyz - bbMin.xyz;
float3 plane1vec = (unit / 2 - PositionLS) / RayLS;
float3 plane2vec = (-unit / 2 - PositionLS) / RayLS;
float3 furthestPlane = max(plane1vec, plane2vec);
float dist = min(min(furthestPlane.x, furthestPlane.y), furthestPlane.z);
float3 posonbox = surface.P + surface.R * dist;
return posonbox - refPosition.xyz;
}

View file

@ -18,7 +18,7 @@ uniform float cubeMips;
#define MAX_PROBES 50
uniform float numProbes;
TORQUE_UNIFORM_SAMPLERCUBEARRAY(cubeMapAR, 4);
TORQUE_UNIFORM_SAMPLERCUBEARRAY(specularCubemapAR, 4);
TORQUE_UNIFORM_SAMPLERCUBEARRAY(irradianceCubemapAR, 5);
uniform float4 inProbePosArray[MAX_PROBES];
@ -36,95 +36,6 @@ TORQUE_UNIFORM_SAMPLERCUBE(skylightPrefilterMap, 6);
TORQUE_UNIFORM_SAMPLERCUBE(skylightIrradMap, 7);
uniform float hasSkylight;
//Probe IBL stuff
float defineSphereSpaceInfluence(Surface surface, int ID)
{
float3 L = inProbePosArray[ID].xyz.xyz - surface.P;
float contribution = 1.0 - length(L) / probeConfigData[ID].g;
return contribution;
}
float getDistBoxToPoint(float3 pt, float3 extents)
{
float3 d = max(max(-extents - pt, 0), pt - extents);
return max(max(d.x, d.y), d.z);
}
float defineBoxSpaceInfluence(Surface surface, int ID)
{
float3 surfPosLS = mul(worldToObjArray[ID], float4(surface.P, 1.0)).xyz;
float atten = 1.0-probeConfigData[ID].b;
float baseVal = 0.25;
float dist = getDistBoxToPoint(surfPosLS,float3(baseVal,baseVal,baseVal));
return saturate(smoothstep(baseVal+0.0001,atten*baseVal,dist));
}
// Box Projected IBL Lighting
// Based on: http://www.gamedev.net/topic/568829-box-projected-cubemap-environment-mapping/
// and https://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/
float3 boxProject(Surface surface, int ID)
{
float3 RayLS = mul(worldToObjArray[ID], float4(surface.R, 0.0)).xyz;
float3 PositionLS = mul(worldToObjArray[ID], float4(surface.P, 1.0)).xyz;
float3 unit = bbMaxArray[ID].xyz - bbMinArray[ID].xyz;
float3 plane1vec = (unit / 2 - PositionLS) / RayLS;
float3 plane2vec = (-unit / 2 - PositionLS) / RayLS;
float3 furthestPlane = max(plane1vec, plane2vec);
float dist = min(min(furthestPlane.x, furthestPlane.y), furthestPlane.z);
float3 posonbox = surface.P + surface.R * dist;
return posonbox - inRefPosArray[ID].xyz;
}
float3 iblBoxDiffuse(Surface surface, int ID)
{
float3 dir = boxProject(surface, ID);
float3 color = TORQUE_TEXCUBEARRAYLOD(irradianceCubemapAR, dir, probeConfigData[ID].a, 0).xyz;
return color;
}
float3 iblBoxSpecular(Surface surface, int ID)
{
// BRDF
//float2 brdf = TORQUE_TEX2DLOD(BRDFTexture, float4(surface.roughness, surface.NdotV, 0.0, 0.0)).xy;
float3 dir = boxProject(surface, ID);
// Radiance (Specular)
#if DEBUGVIZ_SPECCUBEMAP == 0
float lod = surface.roughness*cubeMips;
#elif DEBUGVIZ_SPECCUBEMAP == 1
float lod = 0;
#endif
float3 color = TORQUE_TEXCUBEARRAYLOD(cubeMapAR, dir, probeConfigData[ID].a, lod).xyz;
return color;
}
float3 iblSkylightDiffuse(Surface surface)
{
float3 color = TORQUE_TEXCUBELOD(skylightIrradMap, float4(surface.R, 0)).xyz;
return color;
}
float3 iblSkylightSpecular(Surface surface)
{
// BRDF
//float2 brdf = TORQUE_TEX2DLOD(BRDFTexture, float4(surface.roughness, surface.NdotV, 0.0, 0.0)).xy;
// Radiance (Specular)
#if DEBUGVIZ_SPECCUBEMAP == 0
float lod = surface.roughness*cubeMips;
#elif DEBUGVIZ_SPECCUBEMAP == 1
float lod = 0;
#endif
float3 color = TORQUE_TEXCUBELOD(skylightPrefilterMap, float4(surface.R, lod)).xyz;
return color;
}
float4 main(PFXVertToPix IN) : SV_TARGET
{
//unpack normal and linear depth
@ -159,13 +70,13 @@ float4 main(PFXVertToPix IN) : SV_TARGET
if (probeConfigData[i].r == 0) //box
{
contribution[i] = defineBoxSpaceInfluence(surface, i);
contribution[i] = defineBoxSpaceInfluence(surface, worldToObjArray[i], probeConfigData[i].b);
if (contribution[i]>0.0)
probehits++;
}
else if (probeConfigData[i].r == 1) //sphere
{
contribution[i] = defineSphereSpaceInfluence(surface, i);
contribution[i] = defineSphereSpaceInfluence(surface, inProbePosArray[i].xyz, probeConfigData[i].g);
if (contribution[i]>0.0)
probehits++;
}
@ -211,49 +122,68 @@ float4 main(PFXVertToPix IN) : SV_TARGET
alpha -= blendSum;
#if DEBUGVIZ_ATTENUATION == 1
float attenVis = 0;
for (i = 0; i < numProbes; ++i)
{
attenVis += contribution[i];
}
float contribAlpha = 1;
for (i = 0; i < numProbes; ++i)
{
contribAlpha -= contribution[i];
}
//return float4(attenVis, attenVis, attenVis, 1);
return float4(blendSum, blendSum, blendSum, 1);
return float4(1 - contribAlpha, 1 - contribAlpha, 1 - contribAlpha, 1);
#endif
#if DEBUGVIZ_CONTRIB == 1
float3 finalContribColor = float3(0, 0, 0);
float contribAlpha = 1;
for (i = 0; i < numProbes; ++i)
{
finalContribColor += contribution[i] *probeContribColors[i].rgb;
contribAlpha -= contribution[i];
}
//Skylight coloration for anything not covered by probes above
finalContribColor += float3(0.3, 0.3, 0.3) * contribAlpha;
return float4(finalContribColor, 1);
#endif
}
#if DEBUGVIZ_SPECCUBEMAP == 0 && DEBUGVIZ_DIFFCUBEMAP == 0
float3 irradiance = float3(0, 0, 0);
float3 specular = float3(0, 0, 0);
float contrib = 0;
// Radiance (Specular)
#if DEBUGVIZ_SPECCUBEMAP == 0
float lod = surface.roughness*cubeMips;
#elif DEBUGVIZ_SPECCUBEMAP == 1
float lod = 0;
#endif
alpha = 1;
for (i = 0; i < numProbes; ++i)
{
if (contribution[i] == 0)
continue;
float contrib = contribution[i];
if (contrib != 0)
{
int cubemapIdx = probeConfigData[i].a;
float3 dir = boxProject(surface, worldToObjArray[i], bbMinArray[i].xyz, bbMaxArray[i].xyz, inRefPosArray[i].xyz);
irradiance += iblBoxDiffuse(surface, i) * contribution[i];
specular += iblBoxSpecular(surface, i) * contribution[i];
contrib +=contribution[i];
irradiance += TORQUE_TEXCUBEARRAYLOD(irradianceCubemapAR, dir, cubemapIdx, 0).xyz * contrib;
specular += TORQUE_TEXCUBEARRAYLOD(specularCubemapAR, dir, cubemapIdx, lod).xyz * contrib;
alpha -= contrib;
}
}
if (hasSkylight && alpha != 0)
if (hasSkylight && alpha > 0.001)
{
irradiance = lerp(irradiance, iblSkylightDiffuse(surface), alpha);
specular = lerp(specular, iblSkylightSpecular(surface), alpha);
irradiance += TORQUE_TEXCUBELOD(skylightIrradMap, float4(surface.R, 0)).xyz * alpha;
specular += TORQUE_TEXCUBELOD(skylightPrefilterMap, float4(surface.R, lod)).xyz * alpha;
}
#if DEBUGVIZ_SPECCUBEMAP == 1 && DEBUGVIZ_DIFFCUBEMAP == 0
return float4(specular, 1);
#elif DEBUGVIZ_DIFFCUBEMAP == 1
return float4(irradiance, 1);
#endif
float3 F = FresnelSchlickRoughness(surface.NdotV, surface.f0, surface.roughness);
//energy conservation
@ -263,47 +193,11 @@ float4 main(PFXVertToPix IN) : SV_TARGET
//apply brdf
//Do it once to save on texture samples
float2 brdf = TORQUE_TEX2DLOD(BRDFTexture, float4(surface.roughness, surface.NdotV, 0.0, 0.0)).xy;
specular *= (brdf.x + brdf.y)* F;
specular *= brdf.x * F + brdf.y;
//final diffuse color
float3 diffuse = kD * irradiance * surface.baseColor.rgb;
float4 finalColor = float4(diffuse + specular * surface.ao, 1.0);
return finalColor;
#elif DEBUGVIZ_SPECCUBEMAP == 1 && DEBUGVIZ_DIFFCUBEMAP == 0
float3 cubeColor = float3(0, 0, 0);
for (i = 0; i < numProbes; ++i)
{
if (probeConfigData[i].r == 2) //skylight
{
cubeColor += iblSkylightSpecular(surface, i);
}
else
{
cubeColor += iblBoxSpecular(surface, i);
}
}
return float4(cubeColor, 1);
#elif DEBUGVIZ_DIFFCUBEMAP == 1
float3 cubeColor = float3(0, 0, 0);
for (i = 0; i < numProbes; ++i)
{
if (probeConfigData[i].r == 2) //skylight
{
cubeColor += iblSkylightDiffuse(surface);
}
else
{
cubeColor += iblBoxDiffuse(surface);
}
}
return float4(cubeColor, 1);
#endif
}

View file

@ -66,6 +66,8 @@
//Cube
#define TORQUE_SAMPLERCUBE(tex) TextureCube texture_##tex, SamplerState tex
#define TORQUE_SAMPLERCUBE_MAKEARG(tex) texture_##tex, tex
#define TORQUE_SAMPLERCUBEARRAY(tex) TextureCubeArray texture_##tex, SamplerState tex
#define TORQUE_SAMPLERCUBEARRAY_MAKEARG(tex) texture_##tex, tex
#endif // _TORQUE_SHADERMODEL_