Core implementation of Physical Based Rendering.

This commit is contained in:
Areloch 2018-09-15 20:19:57 -05:00
parent 54f1d8c18e
commit b4a1d18f42
148 changed files with 4464 additions and 1016 deletions

View file

@ -36,7 +36,7 @@ void DeferredRTLightingFeatGLSL::processPixMacros( Vector<GFXShaderMacro> &macro
const MaterialFeatureData &fd )
{
// Skip deferred features, and use forward shading instead
if ( fd.features[MFT_ForwardShading] )
if ( !fd.features[MFT_isDeferred] )
{
Parent::processPixMacros( macros, fd );
return;
@ -56,7 +56,7 @@ void DeferredRTLightingFeatGLSL::processVert( Vector<ShaderComponent*> &compon
const MaterialFeatureData &fd )
{
// Skip deferred features, and use forward shading instead
if ( fd.features[MFT_ForwardShading] )
if ( !fd.features[MFT_isDeferred] )
{
Parent::processVert( componentList, fd );
return;
@ -79,7 +79,7 @@ void DeferredRTLightingFeatGLSL::processPix( Vector<ShaderComponent*> &component
const MaterialFeatureData &fd )
{
// Skip deferred features, and use forward shading instead
if ( fd.features[MFT_ForwardShading] )
if ( !fd.features[MFT_isDeferred] )
{
Parent::processPix( componentList, fd );
return;
@ -98,7 +98,7 @@ void DeferredRTLightingFeatGLSL::processPix( Vector<ShaderComponent*> &component
uvScene->setName( "uvScene" );
LangElement *uvSceneDecl = new DecOp( uvScene );
String rtParamName = String::ToString( "rtParams%s", "lightInfoBuffer" );
String rtParamName = String::ToString( "rtParams%s", "directLightingBuffer" );
Var *rtParams = (Var*) LangElement::find( rtParamName );
if( !rtParams )
{
@ -121,7 +121,7 @@ void DeferredRTLightingFeatGLSL::processPix( Vector<ShaderComponent*> &component
// create texture var
Var *lightInfoBuffer = new Var;
lightInfoBuffer->setType( "sampler2D" );
lightInfoBuffer->setName( "lightInfoBuffer" );
lightInfoBuffer->setName( "directLightingBuffer" );
lightInfoBuffer->uniform = true;
lightInfoBuffer->sampler = true;
lightInfoBuffer->constNum = Var::getTexUnitNum(); // used as texture unit num here
@ -175,7 +175,7 @@ void DeferredRTLightingFeatGLSL::processPix( Vector<ShaderComponent*> &component
ShaderFeature::Resources DeferredRTLightingFeatGLSL::getResources( const MaterialFeatureData &fd )
{
// Skip deferred features, and use forward shading instead
if ( fd.features[MFT_ForwardShading] )
if ( !fd.features[MFT_isDeferred] )
return Parent::getResources( fd );
// HACK: See DeferredRTLightingFeatGLSL::setTexData.
@ -193,7 +193,7 @@ void DeferredRTLightingFeatGLSL::setTexData( Material::StageData &stageDat,
U32 &texIndex )
{
// Skip deferred features, and use forward shading instead
if ( fd.features[MFT_ForwardShading] )
if ( !fd.features[MFT_isDeferred] )
{
Parent::setTexData( stageDat, fd, passData, texIndex );
return;
@ -207,7 +207,7 @@ void DeferredRTLightingFeatGLSL::setTexData( Material::StageData &stageDat,
mLastTexIndex = texIndex;
passData.mTexType[ texIndex ] = Material::TexTarget;
passData.mSamplerNames[ texIndex ]= "lightInfoBuffer";
passData.mSamplerNames[ texIndex ]= "directLightingBuffer";
passData.mTexSlot[ texIndex++ ].texTarget = texTarget;
}
}
@ -227,7 +227,7 @@ void DeferredBumpFeatGLSL::processVert( Vector<ShaderComponent*> &componentLis
const bool useTexAnim = fd.features[MFT_TexAnim];
// Make sure there are texcoords
if( !fd.features[MFT_Parallax] && !fd.features[MFT_DiffuseMap] )
if( !fd.features[MFT_Parallax] && !fd.features[MFT_DiffuseMap])
{
getOutTexCoord( "texCoord",
@ -245,7 +245,7 @@ void DeferredBumpFeatGLSL::processVert( Vector<ShaderComponent*> &componentLis
output = meta;
}
else if ( fd.materialFeatures[MFT_NormalsOut] ||
fd.features[MFT_ForwardShading] ||
!fd.features[MFT_isDeferred] ||
!fd.features[MFT_RTLighting] )
{
Parent::processVert( componentList, fd );
@ -382,7 +382,7 @@ void DeferredBumpFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
}
}
else if ( fd.materialFeatures[MFT_NormalsOut] ||
fd.features[MFT_ForwardShading] ||
!fd.features[MFT_isDeferred] ||
!fd.features[MFT_RTLighting] )
{
Parent::processPix( componentList, fd );
@ -413,7 +413,7 @@ void DeferredBumpFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
ShaderFeature::Resources DeferredBumpFeatGLSL::getResources( const MaterialFeatureData &fd )
{
if ( fd.materialFeatures[MFT_NormalsOut] ||
fd.features[MFT_ForwardShading] ||
!fd.features[MFT_isDeferred] ||
fd.features[MFT_Parallax] ||
!fd.features[MFT_RTLighting] )
return Parent::getResources( fd );
@ -442,7 +442,7 @@ void DeferredBumpFeatGLSL::setTexData( Material::StageData &stageDat,
U32 &texIndex )
{
if ( fd.materialFeatures[MFT_NormalsOut] ||
fd.features[MFT_ForwardShading] ||
!fd.features[MFT_isDeferred] ||
!fd.features[MFT_RTLighting] )
{
Parent::setTexData( stageDat, fd, passData, texIndex );
@ -484,7 +484,7 @@ void DeferredBumpFeatGLSL::setTexData( Material::StageData &stageDat,
void DeferredPixelSpecularGLSL::processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
if( fd.features[MFT_ForwardShading] || !fd.features[MFT_RTLighting] )
if( !fd.features[MFT_isDeferred] || !fd.features[MFT_RTLighting] )
{
Parent::processVert( componentList, fd );
return;
@ -495,7 +495,7 @@ void DeferredPixelSpecularGLSL::processVert( Vector<ShaderComponent*> &component
void DeferredPixelSpecularGLSL::processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
if( fd.features[MFT_ForwardShading] || !fd.features[MFT_RTLighting] )
if( !fd.features[MFT_isDeferred] || !fd.features[MFT_RTLighting] )
{
Parent::processPix( componentList, fd );
return;
@ -518,26 +518,28 @@ void DeferredPixelSpecularGLSL::processPix( Vector<ShaderComponent*> &component
specCol->constSortPos = cspPotentialPrimitive;
}
Var *specPow = new Var;
specPow->setType( "float" );
specPow->setName( "specularPower" );
// If the gloss map flag is set, than the specular power is in the alpha
// channel of the specular map
if( fd.features[ MFT_GlossMap ] )
meta->addStatement( new GenOp( " @ = @.a * 255;\r\n", new DecOp( specPow ), specCol ) );
else
Var *smoothness = (Var*)LangElement::find("smoothness");
if (!smoothness)
{
specPow->uniform = true;
specPow->constSortPos = cspPotentialPrimitive;
smoothness = new Var("smoothness", "float");
// If the gloss map flag is set, than the specular power is in the alpha
// channel of the specular map
if (fd.features[MFT_GlossMap])
meta->addStatement(new GenOp(" @ = @.a;\r\n", new DecOp(smoothness), specCol));
else
{
smoothness->uniform = true;
smoothness->constSortPos = cspPotentialPrimitive;
}
}
Var *specStrength = (Var*)LangElement::find( "specularStrength" );
if (!specStrength)
Var *metalness = (Var*)LangElement::find("metalness");
if (!metalness)
{
specStrength = new Var( "specularStrength", "float" );
specStrength->uniform = true;
specStrength->constSortPos = cspPotentialPrimitive;
metalness = new Var("metalness", "float");
metalness->uniform = true;
metalness->constSortPos = cspPotentialPrimitive;
}
Var *lightInfoSamp = (Var *)LangElement::find( "lightInfoSample" );
@ -557,7 +559,7 @@ void DeferredPixelSpecularGLSL::processPix( Vector<ShaderComponent*> &component
}
// (a^m)^n = a^(m*n)
meta->addStatement( new GenOp( " @ = pow( abs(@), max((@ / AL_ConstantSpecularPower),1.0f)) * @;\r\n",
specDecl, d_specular, specPow, specStrength ) );
specDecl, d_specular, smoothness, metalness));
LangElement *specMul = new GenOp( "vec4( @.rgb, 0 ) * @", specCol, specular );
LangElement *final = specMul;
@ -577,7 +579,7 @@ void DeferredPixelSpecularGLSL::processPix( Vector<ShaderComponent*> &component
ShaderFeature::Resources DeferredPixelSpecularGLSL::getResources( const MaterialFeatureData &fd )
{
if( fd.features[MFT_ForwardShading] || !fd.features[MFT_RTLighting] )
if( !fd.features[MFT_isDeferred] || !fd.features[MFT_RTLighting] )
return Parent::getResources( fd );
Resources res;
@ -588,7 +590,7 @@ ShaderFeature::Resources DeferredPixelSpecularGLSL::getResources( const Material
ShaderFeature::Resources DeferredMinnaertGLSL::getResources( const MaterialFeatureData &fd )
{
Resources res;
if( !fd.features[MFT_ForwardShading] && fd.features[MFT_RTLighting] )
if( fd.features[MFT_isDeferred] && fd.features[MFT_RTLighting] )
{
res.numTex = 1;
res.numTexReg = 1;
@ -601,7 +603,7 @@ void DeferredMinnaertGLSL::setTexData( Material::StageData &stageDat,
RenderPassData &passData,
U32 &texIndex )
{
if( !fd.features[MFT_ForwardShading] && fd.features[MFT_RTLighting] )
if( fd.features[MFT_isDeferred] && fd.features[MFT_RTLighting] )
{
NamedTexTarget *texTarget = NamedTexTarget::find(RenderDeferredMgr::BufferName);
if ( texTarget )
@ -616,7 +618,7 @@ void DeferredMinnaertGLSL::setTexData( Material::StageData &stageDat,
void DeferredMinnaertGLSL::processPixMacros( Vector<GFXShaderMacro> &macros,
const MaterialFeatureData &fd )
{
if( !fd.features[MFT_ForwardShading] && fd.features[MFT_RTLighting] )
if( fd.features[MFT_isDeferred] && fd.features[MFT_RTLighting] )
{
// Pull in the uncondition method for the g buffer
NamedTexTarget *texTarget = NamedTexTarget::find( RenderDeferredMgr::BufferName );
@ -633,7 +635,7 @@ void DeferredMinnaertGLSL::processVert( Vector<ShaderComponent*> &componentLis
const MaterialFeatureData &fd )
{
// If there is no deferred information, bail on this feature
if( fd.features[MFT_ForwardShading] || !fd.features[MFT_RTLighting] )
if( !fd.features[MFT_isDeferred] || !fd.features[MFT_RTLighting] )
{
output = NULL;
return;
@ -650,7 +652,7 @@ void DeferredMinnaertGLSL::processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
// If there is no deferred information, bail on this feature
if( fd.features[MFT_ForwardShading] || !fd.features[MFT_RTLighting] )
if( !fd.features[MFT_isDeferred] || !fd.features[MFT_RTLighting] )
{
output = NULL;
return;
@ -695,12 +697,6 @@ void DeferredMinnaertGLSL::processPix( Vector<ShaderComponent*> &componentList,
void DeferredSubSurfaceGLSL::processPix( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
// If there is no deferred information, bail on this feature
if( fd.features[MFT_ForwardShading] || !fd.features[MFT_RTLighting] )
{
output = NULL;
return;
}
Var *subSurfaceParams = new Var;
subSurfaceParams->setType( "vec4" );
@ -712,9 +708,13 @@ void DeferredSubSurfaceGLSL::processPix( Vector<ShaderComponent*> &componentLis
Var *d_NL_Att = (Var*)LangElement::find( "d_NL_Att" );
MultiLine *meta = new MultiLine;
meta->addStatement( new GenOp( " float subLamb = smoothstep(-@.a, 1.0, @) - smoothstep(0.0, 1.0, @);\r\n", subSurfaceParams, d_NL_Att, d_NL_Att ) );
meta->addStatement( new GenOp( " subLamb = max(0.0, subLamb);\r\n" ) );
meta->addStatement( new GenOp( " @;\r\n", assignColor( new GenOp( "vec4(@ + (subLamb * @.rgb), 1.0)", d_lightcolor, subSurfaceParams ), Material::Mul ) ) );
if (fd.features[MFT_isDeferred])
{
Var* targ = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::RenderTarget3));
meta->addStatement(new GenOp(" @.rgb += @.rgb*@.a;\r\n", targ, subSurfaceParams, subSurfaceParams));
output = meta;
return;
}
output = meta;
}