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

@ -69,20 +69,23 @@ void DeferredSpecMapHLSL::processPix( Vector<ShaderComponent*> &componentList, c
specularMapTex->uniform = true;
specularMapTex->texture = true;
specularMapTex->constNum = specularMap->constNum;
//matinfo.g slot reserved for AO later
Var* specColor = new Var;
specColor->setName("specColor");
specColor->setType("float4");
LangElement *specColorElem = new DecOp(specColor);
meta->addStatement(new GenOp(" @.g = 1.0;\r\n", material));
//sample specular map
meta->addStatement(new GenOp(" @ = @.Sample(@, @);\r\n", specColorElem, specularMapTex, specularMap, texCoord));
LangElement *texOp = new GenOp(" @.Sample(@, @)", specularMapTex, specularMap, texCoord);
meta->addStatement(new GenOp(" @.b = dot(@.rgb, float3(0.3, 0.59, 0.11));\r\n", material, specColor));
meta->addStatement(new GenOp(" @.a = @.a;\r\n", material, specColor));
Var *specularColor = (Var*)LangElement::find("specularColor");
if (!specularColor) specularColor = new Var("specularColor", "float4");
Var *metalness = (Var*)LangElement::find("metalness");
if (!metalness) metalness = new Var("metalness", "float");
Var *smoothness = (Var*)LangElement::find("smoothness");
if (!smoothness) smoothness = new Var("smoothness", "float");
meta->addStatement(new GenOp(" @ = @.r;\r\n", new DecOp(smoothness), texOp));
meta->addStatement(new GenOp(" @ = @.b;\r\n", new DecOp(metalness), texOp));
if (fd.features[MFT_InvertSmoothness])
meta->addStatement(new GenOp(" @ = 1.0-@;\r\n", smoothness, smoothness));
meta->addStatement(new GenOp(" @ = @.ggga;\r\n", new DecOp(specularColor), texOp));
meta->addStatement(new GenOp(" @.bga = float3(@,@.g,@);\r\n", material, smoothness, specularColor, metalness));
output = meta;
}
@ -159,43 +162,20 @@ void DeferredSpecVarsHLSL::processPix( Vector<ShaderComponent*> &componentList,
material->setStructName( "OUT" );
}
Var *specStrength = new Var;
specStrength->setType( "float" );
specStrength->setName( "specularStrength" );
specStrength->uniform = true;
specStrength->constSortPos = cspPotentialPrimitive;
Var *metalness = new Var("metalness", "float");
metalness->uniform = true;
metalness->constSortPos = cspPotentialPrimitive;
Var *specPower = new Var;
specPower->setType( "float" );
specPower->setName( "specularPower" );
specPower->uniform = true;
specPower->constSortPos = cspPotentialPrimitive;
Var *smoothness = new Var("smoothness", "float");
smoothness->uniform = true;
smoothness->constSortPos = cspPotentialPrimitive;
MultiLine * meta = new MultiLine;
//matinfo.g slot reserved for AO later
meta->addStatement(new GenOp(" @.g = 1.0;\r\n", material));
meta->addStatement(new GenOp(" @.a = @/128;\r\n", material, specPower));
meta->addStatement(new GenOp(" @.b = @/5;\r\n", material, specStrength));
output = meta;
}
// Black -> Blue and Alpha of matinfo Buffer (representing no specular), White->G (representing No AO)
void DeferredEmptySpecHLSL::processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
{
// search for material var
Var *material = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::RenderTarget2));
if (!material)
{
// create color var
material = new Var;
material->setType("fragout");
material->setName(getOutputTargetVarName(ShaderFeature::RenderTarget2));
material->setStructName("OUT");
}
MultiLine * meta = new MultiLine;
//matinfo.g slot reserved for AO later
meta->addStatement(new GenOp(" @.g = 1.0;\r\n", material));
meta->addStatement(new GenOp(" @.ba = 0.0;\r\n", material));
meta->addStatement(new GenOp(" @.b = @;\r\n", material, smoothness));
if (fd.features[MFT_InvertSmoothness])
meta->addStatement(new GenOp(" @ = 1.0-@;\r\n", smoothness, smoothness));
meta->addStatement(new GenOp(" @.a = @;\r\n", material, metalness));
output = meta;
}