mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
Broke it down to work with a single probe for confirmation of general math and behavior.
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@ -679,7 +679,7 @@ void RenderProbeMgr::render( SceneRenderState *state )
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}*/
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//Array rendering
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static U32 MAXPROBECOUNT = 50;
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static U32 MAXPROBECOUNT = 1;// 50;
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U32 probeCount = ProbeRenderInst::all.size();
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@ -688,7 +688,7 @@ void RenderProbeMgr::render( SceneRenderState *state )
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MatrixF trans = MatrixF::Identity;
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sgData.objTrans = &trans;
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AlignedArray<Point3F> probePositions(MAXPROBECOUNT, sizeof(Point3F));
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/*AlignedArray<Point3F> probePositions(MAXPROBECOUNT, sizeof(Point3F));
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Vector<MatrixF> probeWorldToObj;
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AlignedArray<Point3F> probeBBMin(MAXPROBECOUNT, sizeof(Point3F));
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AlignedArray<Point3F> probeBBMax(MAXPROBECOUNT, sizeof(Point3F));
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@ -705,7 +705,7 @@ void RenderProbeMgr::render( SceneRenderState *state )
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dMemset(probeAttenuation.getBuffer(), 0, probeAttenuation.getBufferSize());
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Vector<GFXCubemapHandle> cubeMaps;
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Vector<GFXCubemapHandle> irradMaps;
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Vector<GFXCubemapHandle> irradMaps;*/
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if (reflProbeMat && reflProbeMat->matInstance)
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{
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@ -721,7 +721,7 @@ void RenderProbeMgr::render( SceneRenderState *state )
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MaterialParameterHandle *probeRadiusSC = reflProbeMat->matInstance->getMaterialParameterHandle("$radius");
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MaterialParameterHandle *probeAttenuationSC = reflProbeMat->matInstance->getMaterialParameterHandle("$attenuation");
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U32 effectiveProbeCount = 0;
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/*U32 effectiveProbeCount = 0;
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for (U32 i = 0; i < probeCount; i++)
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{
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@ -763,17 +763,17 @@ void RenderProbeMgr::render( SceneRenderState *state )
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}
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if (effectiveProbeCount != 0)
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{
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matParams->setSafe(numProbesSC, (float)effectiveProbeCount);
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{*/
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//matParams->setSafe(numProbesSC, (float)effectiveProbeCount);
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GFXCubemapArrayHandle mCubemapArray;
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/*GFXCubemapArrayHandle mCubemapArray;
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mCubemapArray = GFXCubemapArrayHandle(GFX->createCubemapArray());
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GFXCubemapArrayHandle mIrradArray;
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mIrradArray = GFXCubemapArrayHandle(GFX->createCubemapArray());
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mCubemapArray->initStatic(cubeMaps.address(), cubeMaps.size());
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mIrradArray->initStatic(irradMaps.address(), irradMaps.size());
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mIrradArray->initStatic(irradMaps.address(), irradMaps.size());*/
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NamedTexTarget *deferredTarget = NamedTexTarget::find(RenderDeferredMgr::BufferName);
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if (deferredTarget)
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@ -801,11 +801,27 @@ void RenderProbeMgr::render( SceneRenderState *state )
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GFX->setTexture(3, NULL);
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GFX->setCubeArrayTexture(4, mCubemapArray);
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GFX->setCubeArrayTexture(5, mIrradArray);
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//GFX->setCubeArrayTexture(4, mCubemapArray);
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//GFX->setCubeArrayTexture(5, mIrradArray);
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matParams->set(probePositionSC, probePositions);
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matParams->set(probeWorldToObjSC, probeWorldToObj.address(), probeWorldToObj.size());
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ProbeRenderInst* curEntry = ProbeRenderInst::all[0];
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Point3F probePosition = curEntry->getPosition();
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MatrixF probeWorldToObj = curEntry->getTransform();
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probeWorldToObj.inverse();
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Point3F probeBBMin = curEntry->mBounds.minExtents;
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Point3F probeBBMax = curEntry->mBounds.maxExtents;
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float probeUseSphereMode = 0;
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float probeRadius = curEntry->mRadius;
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float probeAttenuation = 1;
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GFX->setCubeTexture(4, curEntry->mCubemap);
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GFX->setCubeTexture(5, curEntry->mIrradianceCubemap);
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matParams->set(probePositionSC, probePosition);
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matParams->set(probeWorldToObjSC, probeWorldToObj);
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matParams->set(probeBBMinSC, probeBBMin);
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matParams->set(probeBBMaxSC, probeBBMax);
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matParams->set(probeUseSphereModeSC, probeUseSphereMode);
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@ -825,7 +841,7 @@ void RenderProbeMgr::render( SceneRenderState *state )
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GFX->drawPrimitive(GFXTriangleStrip, 0, 2);
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}
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}
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//}
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}
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}
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//
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@ -16,18 +16,18 @@ uniform float3 eyePosWorld;
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//cubemap arrays require all the same size. so shared mips# value
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uniform float cubeMips;
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#define MAX_PROBES 50
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#define MAX_PROBES 1 //50
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uniform float numProbes;
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TORQUE_UNIFORM_SAMPLERCUBEARRAY(cubeMapAR, 4);
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TORQUE_UNIFORM_SAMPLERCUBEARRAY(irradianceCubemapAR, 5);
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uniform float3 inProbePosArray[MAX_PROBES];
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uniform float4x4 worldToObjArray[MAX_PROBES];
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uniform float3 bbMinArray[MAX_PROBES];
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uniform float3 bbMaxArray[MAX_PROBES];
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uniform float useSphereMode[MAX_PROBES];
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uniform float radius[MAX_PROBES];
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uniform float2 attenuation[MAX_PROBES];
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TORQUE_UNIFORM_SAMPLERCUBE(cubeMapAR, 4);
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TORQUE_UNIFORM_SAMPLERCUBE(irradianceCubemapAR, 5);
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uniform float3 inProbePosArray;
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uniform float4x4 worldToObjArray;
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uniform float3 bbMinArray;
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uniform float3 bbMaxArray;
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uniform float useSphereMode;
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uniform float radius;
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uniform float2 attenuation;
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// Box Projected IBL Lighting
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// Based on: http://www.gamedev.net/topic/568829-box-projected-cubemap-environment-mapping/
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@ -46,14 +46,14 @@ float3 boxProject(float3 wsPosition, float3 reflectDir, float3 boxWSPos, float3
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return posonbox - boxWSPos;
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}
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float3 iblBoxDiffuse( Surface surface, int id)
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float3 iblBoxDiffuse( Surface surface)
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{
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float3 cubeN = boxProject(surface.P, surface.N, inProbePosArray[id], bbMinArray[id], bbMaxArray[id]);
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float3 cubeN = boxProject(surface.P, surface.N, inProbePosArray, bbMinArray, bbMaxArray);
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cubeN.z *=-1;
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return TORQUE_TEXCUBEARRAYLOD(irradianceCubemapAR,cubeN,id,0).xyz;
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return TORQUE_TEXCUBELOD(irradianceCubemapAR,float4(cubeN,0)).xyz;
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}
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float3 iblBoxSpecular(Surface surface, float3 surfToEye, TORQUE_SAMPLER2D(brdfTexture), int id)
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float3 iblBoxSpecular(Surface surface, float3 surfToEye, TORQUE_SAMPLER2D(brdfTexture))
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{
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float ndotv = clamp(dot(surface.N, surfToEye), 0.0, 1.0);
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@ -64,20 +64,20 @@ float3 iblBoxSpecular(Surface surface, float3 surfToEye, TORQUE_SAMPLER2D(brdfTe
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float lod = surface.roughness*cubeMips;
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float3 r = reflect(surfToEye, surface.N);
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float3 cubeR = normalize(r);
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cubeR = boxProject(surface.P, surface.N, inProbePosArray[id], bbMinArray[id], bbMaxArray[id]);
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cubeR = boxProject(surface.P, surface.N, inProbePosArray, bbMinArray, bbMaxArray);
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float3 radiance = TORQUE_TEXCUBEARRAYLOD(cubeMapAR,cubeR,id,lod).xyz * (brdf.x + brdf.y);
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float3 radiance = TORQUE_TEXCUBELOD(cubeMapAR,float4(cubeR,lod)).xyz * (brdf.x + brdf.y);
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return radiance;
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}
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float defineBoxSpaceInfluence(Surface surface, int id)
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float defineBoxSpaceInfluence(Surface surface)
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{
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float tempAttenVal = 3.5; //replace with per probe atten
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float3 surfPosLS = mul( worldToObjArray[id], float4(surface.P,1.0)).xyz;
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float3 surfPosLS = mul( worldToObjArray, float4(surface.P,1.0)).xyz;
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float3 boxMinLS = inProbePosArray[id]-(float3(1,1,1)*radius[id]);
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float3 boxMaxLS = inProbePosArray[id]+(float3(1,1,1)*radius[id]);
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float3 boxMinLS = inProbePosArray-(float3(1,1,1)*radius);
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float3 boxMaxLS = inProbePosArray+(float3(1,1,1)*radius);
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float boxOuterRange = length(boxMaxLS - boxMinLS);
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float boxInnerRange = boxOuterRange / tempAttenVal;
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@ -93,23 +93,23 @@ float4 main( FarFrustumQuadConnectP IN ) : SV_TARGET
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//unpack normal and linear depth
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float4 normDepth = TORQUE_DEFERRED_UNCONDITION(deferredBuffer, IN.uv0.xy);
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//create surface
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Surface surface = createSurface( normDepth, TORQUE_SAMPLER2D_MAKEARG(colorBuffer),TORQUE_SAMPLER2D_MAKEARG(matInfoBuffer),
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IN.uv0.xy, eyePosWorld, IN.wsEyeRay, cameraToWorld);
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IN.uv0.xy, eyePosWorld, IN.wsEyeRay, cameraToWorld);
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//early out if emissive
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if (getFlag(surface.matFlag, 0))
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{
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discard;
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}
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float blendVal[MAX_PROBES];
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float blendVal;
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float3 surfToEye = normalize(surface.P - eyePosWorld);
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int i;
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float blendSum = 0;
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float invBlendSum = 0;
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for(i=0; i < numProbes; i++)
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/*for(i=0; i < numProbes; i++)
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{
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float3 probeWS = inProbePosArray[i];
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float3 L = probeWS - surface.P;
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@ -127,22 +127,37 @@ float4 main( FarFrustumQuadConnectP IN ) : SV_TARGET
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}
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blendSum += blendVal[i];
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invBlendSum +=(1.0f - blendVal[i]);
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}
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}*/
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if(useSphereMode)
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{
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float3 L = inProbePosArray - surface.P;
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blendVal = 1.0-length(L)/radius;
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blendVal = max(0,blendVal);
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}
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else
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{
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blendVal = defineBoxSpaceInfluence(surface);
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blendVal = max(0,blendVal);
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}
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// Weight0 = normalized NDF, inverted to have 1 at center, 0 at boundary.
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// And as we invert, we need to divide by Num-1 to stay normalized (else sum is > 1).
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// respect constraint B.
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// Weight1 = normalized inverted NDF, so we have 1 at center, 0 at boundary
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// and respect constraint A.
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for(i=0; i < numProbes; i++)
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/*for(i=0; i < numProbes; i++)
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{
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blendVal[i] = (1.0f - ( blendVal[i] / blendSum)) / (numProbes - 1);
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blendVal[i] *= ((1.0f - blendVal[i]) / invBlendSum);
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blendSum += blendVal[i];
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}
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}*/
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//float asdasg = defineBoxSpaceInfluence(surface, 0);
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//return float4(asdasg,asdasg,asdasg,1);
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// Normalize blendVal
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if (blendSum == 0.0f) // Possible with custom weight
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/*if (blendSum == 0.0f) // Possible with custom weight
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{
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blendSum = 1.0f;
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}
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@ -151,7 +166,7 @@ float4 main( FarFrustumQuadConnectP IN ) : SV_TARGET
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for (i = 0; i < numProbes; ++i)
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{
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blendVal[i] *= invBlendSumWeighted;
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}
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}*/
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float3 irradiance = float3(0,0,0);
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float3 specular = float3(0,0,0);
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@ -160,15 +175,15 @@ float4 main( FarFrustumQuadConnectP IN ) : SV_TARGET
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//energy conservation
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float3 kD = 1.0.xxx - F;
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kD *= 1.0 - surface.metalness;
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for (i = 0; i < numProbes; ++i)
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{
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irradiance += blendVal[i]*iblBoxDiffuse(surface,i);
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//for (i = 0; i < numProbes; ++i)
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//{
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irradiance = blendVal*iblBoxDiffuse(surface);
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specular += blendVal[i]*F*iblBoxSpecular(surface, surfToEye, TORQUE_SAMPLER2D_MAKEARG(BRDFTexture),i);
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}
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specular = blendVal*F*iblBoxSpecular(surface, surfToEye, TORQUE_SAMPLER2D_MAKEARG(BRDFTexture));
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//}
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//final diffuse color
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float3 diffuse = kD * irradiance * surface.baseColor.rgb;
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float4 finalColor = float4(diffuse + specular * surface.ao, blendSum);
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float4 finalColor = float4(diffuse + specular * surface.ao, 1);
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return finalColor;
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}
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