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

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@ -28,6 +28,7 @@ datablock DecalData(ScorchBigDecal)
Material = "DECAL_scorch";
size = "5.0";
lifeSpan = "50000";
textureCoordCount = "0";
};
datablock DecalData(ScorchRXDecal)

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@ -0,0 +1,6 @@
singleton TSShapeConstructor(PBRTESTDae)
{
baseShape = "./PBRTEST.dae";
loadLights = "0";
};

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@ -0,0 +1,11 @@
singleton TSShapeConstructor(PBRTEST2Dae)
{
baseShape = "./PBRTEST2.dae";
};
function PBRTEST2Dae::onLoad(%this)
{
%this.addNode("Col-1", "", "0 0 0 0 0 1 0", "0");
%this.addCollisionDetail("-1", "Sphere", "Bounds", "4", "30", "30", "32", "30", "30", "30");
}

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@ -0,0 +1,113 @@
singleton Material(PBRTEST_PBRMetal)
{
mapTo = "PBRMetal";
diffuseColor[0] = "1 1 1 1";
roughness[0] = "1";
metalness[0] = "50";
translucentBlendOp = "None";
diffuseMap[0] = "art/shapes/textures/Metal_A.png";
normalMap[0] = "art/shapes/textures/Metal_N.png";
materialTag0 = "Miscellaneous";
metalChan[0] = "3";
specularMap[0] = "art/shapes/textures/Metal_S.png";
roughness0 = "1";
pixelSpecular0 = "0";
invertSmoothness[0] = "1";
isSRGb[0] = "1";
specularPower0 = "0.415939";
specular0 = "0.9 0.9 0.9 1";
};
singleton Material(PBRTEST_PBRWood)
{
mapTo = "PBRWood";
diffuseColor[0] = "1 1 1 1";
roughness[0] = "1";
metalness[0] = "50";
translucentBlendOp = "None";
diffuseMap[0] = "art/shapes/textures/Wood1_A.dds";
normalMap[0] = "art/shapes/textures/Wood1_N.png";
materialTag0 = "Miscellaneous";
roughMap[0] = "art/shapes/textures/Wood1_S.dds";
metalMap[0] = "art/shapes/textures/Wood1_S.dds";
metalChan[0] = "3";
roughness0 = "1";
pixelSpecular0 = "0";
isSRGb[0] = "1";
specularPower0 = "0.415939";
specular0 = "0.9 0.9 0.9 1";
};
singleton Material(PBRTest2Mat)
{
mapTo = "PBRTest2Mat";
diffuseColor[0] = "1 1 1 1";
roughness[0] = "1";
metalness[0] = "1";
translucentBlendOp = "None";
normalMap[0] = "art/shapes/textures/T3D_Metal_6_normal.png";
materialTag0 = "Miscellaneous";
metalChan[0] = "2";
roughness0 = "1";
pixelSpecular0 = "0";
smoothness[0] = "1";
specularMap[0] = "art/shapes/textures/T3D_Metal_6_any.png";
specularPower0 = "0.415939";
specular0 = "0.9 0.9 0.9 1";
translucent = "0";
diffuseMap[0] = "art/shapes/textures/T3D_Metal_6_basecolor.png";
isSRGb[0] = "1";
};
singleton Material(PBRTest2Mat)
{
mapTo = "PBRTest2Mat";
diffuseColor[0] = "1 1 1 1";
smoothness[0] = "1";
metalness[0] = "1";
translucentBlendOp = "None";
diffuseMap[0] = "art/shapes/textures/T3D_Metal_6_basecolor.png";
normalMap[0] = "art/shapes/textures/T3D_Metal_6_normal.png";
pixelSpecular0 = "0";
materialTag0 = "Miscellaneous";
specularMap[0] = "art/shapes/textures/T3D_Metal_6_any.png";
};
singleton Material(PBRTEST_PBRstone)
{
mapTo = "PBRstone";
diffuseColor[0] = "0.64 0.64 0.64 1";
smoothness[0] = "1";
metalness[0] = "1";
translucentBlendOp = "None";
diffuseMap[0] = "art/shapes/textures/Stone_A.dds";
normalMap[0] = "art/shapes/textures/Stone_N.png";
roughMap[0] = "art/shapes/textures/Stone_S.dds";
metalMap[0] = "art/shapes/textures/Stone_S.dds";
roughness0 = "1";
materialTag0 = "Miscellaneous";
pixelSpecular0 = "0";
metalChan[0] = "3";
isSRGb[0] = "1";
specularPower0 = "0.415939";
specular0 = "0.9 0.9 0.9 1";
};
singleton Material(pbrGrid)
{
mapTo = "PBRGrid";
diffuseColor[0] = "1 1 1 1";
smoothness[0] = "0";
metalness[0] = "0";
translucentBlendOp = "LerpAlpha";
diffuseMap[0] = "art/shapes/textures/PBRGrid_a.dds";
alphaTest = "1";
materialTag0 = "Miscellaneous";
pixelSpecular0 = "0";
doubleSided = "0";
alphaRef = "1";
diffuseColor[2] = "1 1 1 1";
normalMap[0] = "art/shapes/textures/PBRGrid_n.png";
specularMap[0] = "art/shapes/textures/PBRGrid_c.dds";
};

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@ -0,0 +1,38 @@
//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
singleton CubemapData( Sky128Cubemap )
{
cubeFace[0] = "./cubemap/skybox_1";
cubeFace[1] = "./cubemap/skybox_2";
cubeFace[2] = "./cubemap/skybox_3";
cubeFace[3] = "./cubemap/skybox_4";
cubeFace[4] = "./cubemap/skybox_5";
cubeFace[5] = "./cubemap/skybox_6";
};
singleton Material( Sky128Mat )
{
cubemap = Sky128Cubemap;
materialTag0 = "Skies";
isSky = true;
};

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@ -47,10 +47,10 @@ new ShaderData( AL_DeferredShader )
OGLPixelShaderFile = "shaders/common/lighting/advanced/gl/deferredShadingP.glsl";
samplerNames[0] = "colorBufferTex";
samplerNames[1] = "lightDeferredTex";
samplerNames[1] = "directLightingBuffer";
samplerNames[2] = "matInfoTex";
samplerNames[3] = "deferredTex";
samplerNames[3] = "indirectLightingBuffer";
samplerNames[4] = "deferredTex";
pixVersion = 2.0;
};
@ -61,9 +61,10 @@ singleton PostEffect( AL_DeferredShading )
shader = AL_DeferredShader;
stateBlock = AL_DeferredShadingState;
texture[0] = "#color";
texture[1] = "#lightinfo";
texture[1] = "#directLighting";
texture[2] = "#matinfo";
texture[3] = "#deferred";
texture[3] = "#indirectLighting";
texture[4] = "#deferred";
target = "$backBuffer";
renderPriority = 10000;
@ -112,37 +113,107 @@ function toggleColorBufferViz( %enable )
}
}
new ShaderData( AL_SpecMapShader )
//roughness map display (matinfo.b)
new ShaderData( AL_RoughMapShader )
{
DXVertexShaderFile = "shaders/common/postFx/postFxV.hlsl";
DXPixelShaderFile = "shaders/common/lighting/advanced/dbgSpecMapVisualizeP.hlsl";
DXPixelShaderFile = "shaders/common/lighting/advanced/dbgRoughMapVisualizeP.hlsl";
OGLVertexShaderFile = "shaders/common/postFx/gl/postFxV.glsl";
OGLPixelShaderFile = "shaders/common/lighting/advanced/gl/dbgSpecMapVisualizeP.glsl";
OGLPixelShaderFile = "shaders/common/lighting/advanced/gl/dbgRoughMapVisualizeP.glsl";
samplerNames[0] = "matinfoTex";
pixVersion = 2.0;
};
singleton PostEffect( AL_SpecMapVisualize )
singleton PostEffect( AL_RoughMapVisualize )
{
shader = AL_SpecMapShader;
shader = AL_RoughMapShader;
stateBlock = AL_DefaultVisualizeState;
texture[0] = "#matinfo";
target = "$backBuffer";
renderPriority = 9999;
};
/// Toggles the visualization of the AL lighting specular power buffer.
function toggleSpecMapViz( %enable )
function toggleRoughMapViz( %enable )
{
if ( %enable $= "" )
{
$AL_SpecMapShaderVar = AL_SpecMapVisualize.isEnabled() ? false : true;
AL_SpecMapVisualize.toggle();
$AL_RoughMapShaderVar = AL_RoughMapVisualize.isEnabled() ? false : true;
AL_RoughMapVisualize.toggle();
}
else if ( %enable )
AL_SpecMapVisualize.enable();
AL_RoughMapVisualize.enable();
else if ( !%enable )
AL_SpecMapVisualize.disable();
AL_RoughMapVisualize.disable();
}
//metalness map display (matinfo.a)
new ShaderData( AL_MetalMapShader )
{
DXVertexShaderFile = "shaders/common/postFx/postFxV.hlsl";
DXPixelShaderFile = "shaders/common/lighting/advanced/dbgMetalMapVisualizeP.hlsl";
OGLVertexShaderFile = "shaders/common/postFx/gl/postFxV.glsl";
OGLPixelShaderFile = "shaders/common/lighting/advanced/gl/dbgMetalMapVisualizeP.glsl";
samplerNames[0] = "matinfoTex";
pixVersion = 2.0;
};
singleton PostEffect( AL_MetalMapVisualize )
{
shader = AL_MetalMapShader;
stateBlock = AL_DefaultVisualizeState;
texture[0] = "#matinfo";
target = "$backBuffer";
renderPriority = 9999;
};
function toggleMetalMapViz( %enable )
{
if ( %enable $= "" )
{
$AL_MetalMapShaderVar = AL_MetalMapVisualize.isEnabled() ? false : true;
AL_MetalMapVisualize.toggle();
}
else if ( %enable )
AL_MetalMapVisualize.enable();
else if ( !%enable )
AL_MetalMapVisualize.disable();
}
//Light map display (indirectLighting)
new ShaderData( AL_LightMapShader )
{
DXVertexShaderFile = "shaders/common/postFx/postFxV.hlsl";
DXPixelShaderFile = "shaders/common/lighting/advanced/dbgLightMapVisualizeP.hlsl";
OGLVertexShaderFile = "shaders/common/postFx/gl/postFxV.glsl";
OGLPixelShaderFile = "shaders/common/lighting/advanced/gl/dbgLightMapVisualizeP.glsl";
samplerNames[0] = "indirectLightingBuffer";
pixVersion = 2.0;
};
singleton PostEffect( AL_LightMapVisualize )
{
shader = AL_LightMapShader;
stateBlock = AL_DefaultVisualizeState;
texture[0] = "#indirectLighting";
target = "$backBuffer";
renderPriority = 9999;
};
function toggleLightMapViz( %enable )
{
if ( %enable $= "" )
{
$AL_LightMapShaderVar = AL_LightMapVisualize.isEnabled() ? false : true;
AL_LightMapVisualize.toggle();
}
else if ( %enable )
AL_LightMapVisualize.enable();
else if ( !%enable )
AL_LightMapVisualize.disable();
}

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@ -149,7 +149,7 @@ new ShaderData( AL_LightColorVisualizeShader )
OGLVertexShaderFile = "shaders/common/postFx/gl/postFxV.glsl";
OGLPixelShaderFile = "shaders/common/lighting/advanced/gl/dbgLightColorVisualizeP.glsl";
samplerNames[0] = "lightDeferredTex";
samplerNames[0] = "directLightingBuffer";
pixVersion = 2.0;
};
@ -158,7 +158,7 @@ singleton PostEffect( AL_LightColorVisualize )
{
shader = AL_LightColorVisualizeShader;
stateBlock = AL_DefaultVisualizeState;
texture[0] = "#lightinfo";
texture[0] = "#directLighting";
target = "$backBuffer";
renderPriority = 9999;
};
@ -184,7 +184,7 @@ new ShaderData( AL_LightSpecularVisualizeShader )
OGLVertexShaderFile = "shaders/common/postFx/gl/postFxV.glsl";
OGLPixelShaderFile = "shaders/common/lighting/advanced/gl/dbgLightSpecularVisualizeP.glsl";
samplerNames[0] = "lightDeferredTex";
samplerNames[0] = "directLightingBuffer";
pixVersion = 2.0;
};
@ -193,7 +193,7 @@ singleton PostEffect( AL_LightSpecularVisualize )
{
shader = AL_LightSpecularVisualizeShader;
stateBlock = AL_DefaultVisualizeState;
texture[0] = "#lightinfo";
texture[0] = "#directLighting";
target = "$backBuffer";
renderPriority = 9999;
};

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@ -86,11 +86,11 @@ new CustomMaterial( AL_VectorLightMaterial )
sampler["shadowMap"] = "$dynamiclight";
sampler["dynamicShadowMap"] = "$dynamicShadowMap";
sampler["ssaoMask"] = "#ssaoMask";
sampler["lightBuffer"] = "#lightinfo";
sampler["lightBuffer"] = "#indirectLighting";
sampler["colorBuffer"] = "#color";
sampler["matInfoBuffer"] = "#matinfo";
target = "lightinfo";
target = "directLighting";
pixVersion = 3.0;
};
@ -163,11 +163,11 @@ new CustomMaterial( AL_PointLightMaterial )
sampler["shadowMap"] = "$dynamiclight";
sampler["dynamicShadowMap"] = "$dynamicShadowMap";
sampler["cookieMap"] = "$dynamiclightmask";
sampler["lightBuffer"] = "#lightinfo";
sampler["lightBuffer"] = "#indirectLighting";
sampler["colorBuffer"] = "#color";
sampler["matInfoBuffer"] = "#matinfo";
target = "lightinfo";
target = "directLighting";
pixVersion = 3.0;
};
@ -202,11 +202,11 @@ new CustomMaterial( AL_SpotLightMaterial )
sampler["shadowMap"] = "$dynamiclight";
sampler["dynamicShadowMap"] = "$dynamicShadowMap";
sampler["cookieMap"] = "$dynamiclightmask";
sampler["lightBuffer"] = "#lightinfo";
sampler["lightBuffer"] = "#indirectLighting";
sampler["colorBuffer"] = "#color";
sampler["matInfoBuffer"] = "#matinfo";
target = "lightinfo";
target = "directLighting";
pixVersion = 3.0;
};
@ -269,7 +269,7 @@ new CustomMaterial( AL_ParticlePointLightMaterial )
stateBlock = AL_ConvexLightState;
sampler["deferredBuffer"] = "#deferred";
target = "lightinfo";
target = "directLighting";
pixVersion = 3.0;
};

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@ -171,8 +171,6 @@ singleton ShaderData( HDR_CombineShader )
samplerNames[1] = "$luminanceTex";
samplerNames[2] = "$bloomTex";
samplerNames[3] = "$colorCorrectionTex";
samplerNames[4] = "deferredTex";
pixVersion = 3.0;
};
@ -290,13 +288,12 @@ function HDRPostFX::onEnabled( %this )
// Set the right global shader define for HDR.
if ( %format $= "GFXFormatR10G10B10A2" )
addGlobalShaderMacro( "TORQUE_HDR_RGB10" );
else if ( %format $= "GFXFormatR16G16B16A16" )
addGlobalShaderMacro( "TORQUE_HDR_RGB16" );
echo( "HDR FORMAT: " @ %format );
// Change the format of the offscreen surface
// to an HDR compatible format.
%this.previousFormat = AL_FormatToken.format;
AL_FormatToken.format = %format;
setReflectFormat( %format );
@ -314,13 +311,12 @@ function HDRPostFX::onDisabled( %this )
GammaPostFX.enable();
// Restore the non-HDR offscreen surface format.
%format = getBestHDRFormat();
%format = %this.previousFormat;
AL_FormatToken.format = %format;
setReflectFormat( %format );
removeGlobalShaderMacro( "TORQUE_HDR_RGB10" );
removeGlobalShaderMacro( "TORQUE_HDR_RGB16" );
// Reset the light manager which will ensure the new
// hdr encoding takes effect in all the shaders.
resetLightManager();

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@ -136,5 +136,18 @@ singleton ShaderData( VolumetricFogReflectionShader )
OGLVertexShaderFile = "shaders/common/VolumetricFog/gl/VFogPreV.glsl";
OGLPixelShaderFile = "shaders/common/VolumetricFog/gl/VFogRefl.glsl";
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;
};

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@ -0,0 +1,276 @@
//--- OBJECT WRITE BEGIN ---
new SimGroup(MissionGroup) {
canSave = "1";
canSaveDynamicFields = "1";
cdTrack = "2";
CTF_scoreLimit = "5";
enabled = "1";
musicTrack = "lush";
new LevelInfo(theLevelInfo) {
nearClip = "0.1";
visibleDistance = "1000";
visibleGhostDistance = "0";
decalBias = "0.0015";
fogColor = "0.6 0.6 0.7 1";
fogDensity = "0";
fogDensityOffset = "700";
fogAtmosphereHeight = "0";
canvasClearColor = "0 0 0 255";
ambientLightBlendPhase = "1";
ambientLightBlendCurve = "0 0 -1 -1";
soundAmbience = "AudioAmbienceDefault";
soundDistanceModel = "Linear";
canSave = "1";
canSaveDynamicFields = "1";
desc0 = "A blank level for testing reflection probes";
enabled = "1";
levelName = "A Probe Test";
};
new SkyBox(theSky) {
Material = "DesertSkyMat";
drawBottom = "0";
fogBandHeight = "0";
position = "0 0 0";
rotation = "1 0 0 0";
scale = "1 1 1";
canSave = "1";
canSaveDynamicFields = "1";
};
new Sun(theSun) {
azimuth = "290";
elevation = "50";
color = "1 1 1 1";
ambient = "0.473532 0.473532 0.473532 1";
brightness = "1";
castShadows = "1";
staticRefreshFreq = "250";
dynamicRefreshFreq = "8";
coronaEnabled = "1";
coronaScale = "0.5";
coronaTint = "1 1 1 1";
coronaUseLightColor = "1";
flareScale = "1";
attenuationRatio = "0 1 1";
shadowType = "PSSM";
texSize = "1024";
overDarkFactor = "3000 1500 750 250";
shadowDistance = "100";
shadowSoftness = "0.25";
numSplits = "4";
logWeight = "0.9";
fadeStartDistance = "0";
lastSplitTerrainOnly = "0";
representedInLightmap = "0";
shadowDarkenColor = "0 0 0 -1";
includeLightmappedGeometryInShadow = "0";
position = "0 0 0";
rotation = "1 0 0 0";
scale = "1 1 1";
canSave = "1";
canSaveDynamicFields = "1";
bias = "0.1";
Blur = "1";
enabled = "1";
height = "1024";
lightBleedFactor = "0.8";
minVariance = "0";
pointShadowType = "PointShadowType_Paraboloid";
shadowBox = "-100 -100 -100 100 100 100";
splitFadeDistances = "1 1 1 1";
width = "3072";
};
new SimGroup(PlayerDropPoints) {
canSave = "1";
canSaveDynamicFields = "1";
enabled = "1";
new SpawnSphere() {
autoSpawn = "0";
spawnTransform = "0";
radius = "5";
sphereWeight = "1";
indoorWeight = "1";
outdoorWeight = "1";
isAIControlled = "0";
dataBlock = "SpawnSphereMarker";
position = "0 0 2";
rotation = "1 0 0 0";
scale = "1 1 1";
hidden = "1";
canSave = "1";
canSaveDynamicFields = "1";
enabled = "1";
homingCount = "0";
lockCount = "0";
};
};
new GroundPlane() {
squareSize = "128";
scaleU = "25";
scaleV = "25";
Material = "Grid512_Grey_Mat";
canSave = "1";
canSaveDynamicFields = "1";
enabled = "1";
position = "0 0 0";
rotation = "1 0 0 0";
scale = "1 1 1";
};
new ReflectionProbe() {
enabled = "1";
ProbeShape = "Sphere";
radius = "10";
Intensity = "1";
IndirectLightMode = "Ambient Color";
IndirectLight = "1 1 1 1";
ReflectionMode = "Baked Cubemap";
reflectionPath = "levels/probeTest/probes/";
Bake = "0";
position = "0 0.559989 4.53387";
rotation = "1 0 0 0";
scale = "5 5 5";
canSave = "1";
canSaveDynamicFields = "1";
persistentId = "8072e1be-2846-11e7-9f56-abd46b190c60";
GroundColor = "0.8 0.7 0.5 1";
SkyColor = "0.5 0.5 1 1";
};
new ConvexShape() {
Material = "Grid512_Orange_Mat";
position = "0.487092 0.454657 9.4951";
rotation = "1 0 0 0";
scale = "10 10 1";
canSave = "1";
canSaveDynamicFields = "1";
surface = "0 0 0 1 0 0 0.5";
surface = "0 1 0 0 0 0 -0.5";
surface = "0.707107 0 0 0.707107 0 0.5 0";
surface = "0 0.707107 -0.707107 0 0 -0.5 -2.84217e-14";
surface = "0.5 0.5 -0.5 0.5 -0.5 0 -9.93411e-08";
surface = "0.5 -0.5 0.5 0.5 0.5 0 -9.93411e-08";
};
new ConvexShape() {
Material = "Grid512_Red_Mat";
position = "0.470302 5.50317 5";
rotation = "1 0 0 0";
scale = "10 1 10";
canSave = "1";
canSaveDynamicFields = "1";
surface = "0 0 0 1 0 0 0.5";
surface = "0 1 0 0 0 0 -0.5";
surface = "0.707107 0 0 0.707107 0 0.5 0";
surface = "0 0.707107 -0.707107 0 0 -0.5 -2.84217e-14";
surface = "0.5 0.5 -0.5 0.5 -0.5 0 -9.93411e-08";
surface = "0.5 -0.5 0.5 0.5 0.5 0 -9.93411e-08";
};
new ConvexShape() {
Material = "Grid512_Green_Mat";
position = "5.02238 0.0512025 5";
rotation = "1 0 0 0";
scale = "1 10 10";
canSave = "1";
canSaveDynamicFields = "1";
surface = "0 0 0 1 0 0 0.5";
surface = "0 1 0 0 0 0 -0.5";
surface = "0.707107 0 0 0.707106 0 0.5 0";
surface = "0 0.707107 -0.707107 0 0 -0.5 -2.84217e-14";
surface = "0.5 0.5 -0.5 0.5 -0.5 0 -9.93411e-08";
surface = "0.5 -0.5 0.5 0.5 0.5 0 -9.93411e-08";
};
new ConvexShape() {
Material = "Grid512_Grey_Mat";
position = "0.631523 -1.77695 1.00151";
rotation = "1 0 0 0";
scale = "2 2 2";
canSave = "1";
canSaveDynamicFields = "1";
surface = "0 0 0 1 0 0 0.5";
surface = "0 1 0 0 0 0 -0.5";
surface = "0.707107 0 0 0.707106 0 0.5 0";
surface = "0 0.707107 -0.707107 0 0 -0.5 -2.84217e-14";
surface = "0.5 0.5 -0.5 0.5 -0.5 0 -9.93411e-08";
surface = "0.5 -0.5 0.5 0.5 0.5 0 -9.93411e-08";
};
new ConvexShape() {
Material = "Grid512_Blue_Mat";
position = "0.470302 -5.04199 5";
rotation = "1 0 0 0";
scale = "10 1 10";
canSave = "1";
canSaveDynamicFields = "1";
surface = "0 0 0 1 0 0 0.5";
surface = "0 1 0 0 0 0 -0.5";
surface = "0.707107 0 0 0.707106 0 0.5 0";
surface = "0 0.707107 -0.707107 0 0 -0.5 -2.84217e-14";
surface = "0.5 0.5 -0.5 0.5 -0.5 0 -9.93411e-08";
surface = "0.5 -0.5 0.5 0.5 0.5 0 -9.93411e-08";
};
new ConvexShape() {
Material = "Grid512_Grey_Mat";
position = "2.62512 2.62766 2.00332";
rotation = "1 0 0 0";
scale = "2 2 4";
canSave = "1";
canSaveDynamicFields = "1";
surface = "0 0 0 1 0 0 0.5";
surface = "0 1 0 0 0 0 -0.5";
surface = "0.707107 0 0 0.707107 0 0.5 0";
surface = "0 0.707107 -0.707107 0 0 -0.5 -2.84217e-14";
surface = "0.5 0.5 -0.5 0.5 -0.5 0 -9.93411e-08";
surface = "0.5 -0.5 0.5 0.5 0.5 0 -9.93411e-08";
};
new ConvexShape() {
Material = "Grid512_Grey_Mat";
position = "0.487092 0.454657 -0.477887";
rotation = "1 0 0 0";
scale = "10 10 1";
canSave = "1";
canSaveDynamicFields = "1";
surface = "0 0 0 1 0 0 0.5";
surface = "0 1 0 0 0 0 -0.5";
surface = "0.707107 0 0 0.707106 0 0.5 0";
surface = "0 0.707107 -0.707107 0 0 -0.5 -2.84217e-14";
surface = "0.5 0.5 -0.5 0.5 -0.5 0 -9.93411e-08";
surface = "0.5 -0.5 0.5 0.5 0.5 0 -9.93411e-08";
};
new PointLight() {
radius = "10";
isEnabled = "1";
color = "0.887923 1 0.008023 1";
brightness = "1";
castShadows = "0";
staticRefreshFreq = "250";
dynamicRefreshFreq = "8";
priority = "1";
animate = "1";
animationPeriod = "1";
animationPhase = "1";
flareScale = "1";
attenuationRatio = "0 1 1";
shadowType = "DualParaboloidSinglePass";
texSize = "512";
overDarkFactor = "2000 1000 500 100";
shadowDistance = "400";
shadowSoftness = "0.15";
numSplits = "1";
logWeight = "0.91";
fadeStartDistance = "0";
lastSplitTerrainOnly = "0";
representedInLightmap = "0";
shadowDarkenColor = "0 0 0 -1";
includeLightmappedGeometryInShadow = "0";
position = "0 0.555882 4.56352";
rotation = "1 0 0 0";
canSave = "1";
canSaveDynamicFields = "1";
};
};
//--- OBJECT WRITE END ---

View file

@ -1,90 +1,334 @@
//--- OBJECT WRITE BEGIN ---
new SimGroup(MissionGroup) {
canSave = "1";
canSaveDynamicFields = "1";
enabled = "1";
new LevelInfo(theLevelInfo) {
nearClip = "0.1";
visibleDistance = "2000";
visibleGhostDistance = "0";
decalBias = "0.0015";
fogColor = "1 1 0.6 1";
fogDensity = "0.001";
fogDensityOffset = "10";
fogAtmosphereHeight = "100";
canvasClearColor = "233 220 143 255";
advancedLightmapSupport = "0";
desc0 = "An empty terrain ready to be populated with Torque objects.";
LevelName = "Empty Terrain";
};
new ScatterSky() {
skyBrightness = "30";
mieScattering = "0.0015";
rayleighScattering = "0.0035";
sunScale = "1 1 0.8 1";
ambientScale = "0.5 0.5 0.4 1";
exposure = "0.85";
azimuth = "84";
elevation = "54";
castShadows = "1";
brightness = "1";
flareType = "SunFlareExample1";
flareScale = "1";
nightColor = "0.0196078 0.0117647 0.109804 1";
moonEnabled = "1";
moonTexture = "core/art/skies/night/moon_wglow";
moonScale = "0.3";
moonTint = "0.192157 0.192157 0.192157 1";
useNightCubemap = "0";
attenuationRatio = "0 1 1";
shadowType = "PSSM";
texSize = "1024";
overDarkFactor = "3000 2000 1000 250";
shadowDistance = "400";
shadowSoftness = "0.25";
numSplits = "4";
logWeight = "0.96";
fadeStartDistance = "325";
lastSplitTerrainOnly = "0";
representedInLightmap = "0";
shadowDarkenColor = "0 0 0 -1";
includeLightmappedGeometryInShadow = "0";
position = "0 0 0";
rotation = "1 0 0 0";
scale = "1 1 1";
canvasClearColor = "0 0 0 255";
ambientLightBlendPhase = "1";
ambientLightBlendCurve = "0 0 -1 -1";
LevelEnvMap = "DesertSkyCubemap";
soundAmbience = "AudioAmbienceDefault";
soundDistanceModel = "Linear";
canSave = "1";
canSaveDynamicFields = "1";
sunBrightness = "50";
advancedLightmapSupport = "1";
desc0 = "An empty terrain ready to be populated with Torque objects.";
levelName = "Empty Terrain";
};
new TerrainBlock(theTerrain) {
terrainFile = "art/terrains/Empty Terrain_0.ter";
castShadows = "1";
squareSize = "2";
tile = "0";
baseTexSize = "1024";
baseTexFormat = "DDS";
lightMapSize = "256";
screenError = "16";
position = "-1024 -1024 179.978";
rotation = "1 0 0 0";
scale = "1 1 1";
canSave = "1";
canSaveDynamicFields = "1";
};
new SimGroup(PlayerDropPoints) {
canSave = "1";
canSaveDynamicFields = "1";
enabled = "1";
new SpawnSphere() {
autoSpawn = "0";
spawnTransform = "0";
radius = "1";
sphereWeight = "1";
indoorWeight = "1";
outdoorWeight = "1";
isAIControlled = "0";
dataBlock = "SpawnSphereMarker";
position = "0 0 241.772";
rotation = "1 0 0 0";
scale = "1 1 1";
canSave = "1";
canSaveDynamicFields = "1";
enabled = "1";
homingCount = "0";
lockCount = "0";
TypeBool locked = "False";
};
};
new TSStatic() {
shapeName = "art/shapes/cube/cube.dae";
playAmbient = "1";
meshCulling = "0";
originSort = "0";
collisionType = "Collision Mesh";
decalType = "Collision Mesh";
allowPlayerStep = "1";
alphaFadeEnable = "0";
alphaFadeStart = "100";
alphaFadeEnd = "150";
alphaFadeInverse = "0";
renderNormals = "0";
forceDetail = "-1";
position = "9.42739 27.7428 241.767";
rotation = "1 0 0 0";
scale = "1 1 1";
canSave = "1";
canSaveDynamicFields = "1";
};
new Sun() {
azimuth = "0";
elevation = "35";
color = "0.8 0.8 0.8 1";
ambient = "0.2 0.2 0.2 1";
brightness = "1";
castShadows = "1";
staticRefreshFreq = "250";
dynamicRefreshFreq = "8";
coronaEnabled = "1";
coronaMaterial = "Corona_Mat";
coronaScale = "0.5";
coronaTint = "1 1 1 1";
coronaUseLightColor = "1";
flareType = "SunFlareExample";
flareScale = "1";
attenuationRatio = "0 1 1";
shadowType = "PSSM";
texSize = "1024";
overDarkFactor = "2000 1000 500 100";
shadowDistance = "400";
shadowSoftness = "0.15";
numSplits = "4";
logWeight = "0.91";
fadeStartDistance = "0";
lastSplitTerrainOnly = "0";
representedInLightmap = "0";
shadowDarkenColor = "0 0 0 -1";
includeLightmappedGeometryInShadow = "0";
position = "-79.7465 2.70386 456.287";
rotation = "1 0 0 0";
scale = "1 1 1";
canSave = "1";
canSaveDynamicFields = "1";
Direction = "1 1 -1";
};
new SkyBox() {
Material = "DesertSkyMat";
drawBottom = "1";
fogBandHeight = "0";
position = "-79.7465 2.70386 456.287";
rotation = "1 0 0 0";
scale = "1 1 1";
canSave = "1";
canSaveDynamicFields = "1";
};
new TSStatic() {
shapeName = "art/shapes/textures/PBRTEST.dae";
playAmbient = "1";
meshCulling = "0";
originSort = "0";
collisionType = "Collision Mesh";
decalType = "Collision Mesh";
allowPlayerStep = "1";
alphaFadeEnable = "0";
alphaFadeStart = "100";
alphaFadeEnd = "150";
alphaFadeInverse = "0";
renderNormals = "0";
forceDetail = "-1";
position = "17.8995 16.1596 241.136";
rotation = "1 0 0 0";
scale = "1 1 1";
canSave = "1";
canSaveDynamicFields = "1";
};
new ConvexShape() {
Material = "Grid512_OrangeLines_Mat";
position = "8.58057 11.6688 239.583";
rotation = "1 0 0 0";
scale = "1 1 1";
canSave = "1";
canSaveDynamicFields = "1";
surface = "0 0 0 1 1.29457 -0.42643 0.5";
surface = "0 1 0 0 1.29457 -0.42643 -0.5";
surface = "0.707107 0 0 0.707107 1.29457 5.75621 0";
surface = "0 0.707107 -0.707107 0 1.29457 -6.60907 -4.54747e-013";
surface = "0.5 0.5 -0.5 0.5 -3.35148 -0.42643 -1.28542e-008";
surface = "0.5 -0.5 0.5 0.5 5.94063 -0.42643 -1.28542e-008";
};
new EnvVolume() {
AreaEnvMap = "MipCubemap";
cubeReflectorDesc = "DefaultCubeDesc";
position = "8.21068 19.3464 241.855";
rotation = "1 0 0 0";
scale = "10 10 10";
canSave = "1";
canSaveDynamicFields = "1";
};
new TSStatic() {
shapeName = "art/shapes/textures/PBRTEST2.dae";
playAmbient = "1";
meshCulling = "0";
originSort = "0";
collisionType = "Collision Mesh";
decalType = "Collision Mesh";
allowPlayerStep = "1";
alphaFadeEnable = "0";
alphaFadeStart = "100";
alphaFadeEnd = "150";
alphaFadeInverse = "0";
renderNormals = "0";
forceDetail = "-1";
position = "5.60579 18.8689 241.462";
rotation = "1 0 0 0";
scale = "1 1 1";
canSave = "1";
canSaveDynamicFields = "1";
};
new TSStatic() {
shapeName = "art/shapes/textures/PBRTEST2.dae";
playAmbient = "1";
meshCulling = "0";
originSort = "0";
cubeReflectorDesc = "DefaultCubeDesc";
collisionType = "Collision Mesh";
decalType = "Collision Mesh";
allowPlayerStep = "1";
alphaFadeEnable = "0";
alphaFadeStart = "100";
alphaFadeEnd = "150";
alphaFadeInverse = "0";
renderNormals = "0";
forceDetail = "-1";
position = "22.1653 4.41543 241.364";
rotation = "1 0 0 0";
scale = "1 1 1";
canSave = "1";
canSaveDynamicFields = "1";
};
new TSStatic() {
shapeName = "art/shapes/textures/PBRTEST2.dae";
playAmbient = "1";
meshCulling = "0";
originSort = "0";
collisionType = "Collision Mesh";
decalType = "Collision Mesh";
allowPlayerStep = "1";
alphaFadeEnable = "0";
alphaFadeStart = "100";
alphaFadeEnd = "150";
alphaFadeInverse = "0";
renderNormals = "0";
forceDetail = "-1";
position = "15.72 5.9186 241.191";
rotation = "1 0 0 0";
scale = "1 1 1";
canSave = "1";
canSaveDynamicFields = "1";
};
new AccumulationVolume() {
texture = "art/terrains/Example/sand.png";
position = "8.14797 -1.59717 242.2";
rotation = "1 0 0 0";
scale = "10 10 10";
canSave = "1";
canSaveDynamicFields = "1";
};
new TSStatic() {
shapeName = "art/shapes/rocks/rock1.dts";
playAmbient = "1";
meshCulling = "0";
originSort = "0";
collisionType = "Collision Mesh";
decalType = "Collision Mesh";
allowPlayerStep = "0";
alphaFadeEnable = "0";
alphaFadeStart = "100";
alphaFadeEnd = "150";
alphaFadeInverse = "0";
renderNormals = "0";
forceDetail = "-1";
position = "12.8895 -2.18239 238.765";
rotation = "1 0 0 0";
scale = "1 1 1";
canSave = "1";
canSaveDynamicFields = "1";
};
new TSStatic() {
shapeName = "art/shapes/textures/pbrGrid.dae";
playAmbient = "1";
meshCulling = "0";
originSort = "0";
collisionType = "Collision Mesh";
decalType = "Collision Mesh";
allowPlayerStep = "0";
alphaFadeEnable = "0";
alphaFadeStart = "100";
alphaFadeEnd = "150";
alphaFadeInverse = "0";
renderNormals = "0";
forceDetail = "-1";
position = "10.406 10.0939 240.551";
rotation = "1 0 0 0";
scale = "1 1 1";
canSave = "1";
canSaveDynamicFields = "1";
};
new SimGroup(CameraBookmarks) {
canSave = "1";
canSaveDynamicFields = "1";
new CameraBookmark() {
isAIControlled = "0";
dataBlock = "CameraBookmarkMarker";
position = "8.56947 28.7013 241.524";
rotation = "-0.0952424 0.313705 0.944732 147.992";
scale = "1 1 1";
internalName = "NewCamera_0";
canSave = "1";
canSaveDynamicFields = "1";
};
};
new ReflectionProbe() {
enabled = "1";
ProbeShape = "Sphere";
radius = "10";
Intensity = "1";
IndirectLightMode = "Ambient Color";
IndirectLight = "1 1 1 1";
ReflectionMode = "Baked Cubemap";
reflectionPath = "levels/empty terrain/";
Bake = "0";
position = "15.1652 14.4709 242.142";
rotation = "1 0 0 0";
scale = "5 5 5";
canSave = "1";
canSaveDynamicFields = "1";
persistentId = "fc28816f-65a6-11e7-b9a1-b6f5317ad553";
};
new ReflectionProbe() {
enabled = "1";
ProbeShape = "Sphere";
radius = "10";
Intensity = "1";
IndirectLightMode = "Ambient Color";
IndirectLight = "1 1 1 1";
ReflectionMode = "Baked Cubemap";
reflectionPath = "levels/empty terrain/";
Bake = "0";
position = "9.87758 12.8131 242.142";
rotation = "1 0 0 0";
scale = "5 5 5";
canSave = "1";
canSaveDynamicFields = "1";
persistentId = "10bb5f41-65a7-11e7-b9a1-b6f5317ad553";
};
};
//--- OBJECT WRITE END ---

View file

@ -49,7 +49,10 @@ function createCanvas(%windowTitle)
// Set the window title
if (isObject(Canvas))
Canvas.setWindowTitle(getEngineName() @ " - " @ $appName);
{
%renderer = GFXCardProfilerAPI::getRenderer();
Canvas.setWindowTitle(getEngineName() @ " - " @ $appName @ " - " @ %renderer);
}
return true;
}

View file

@ -0,0 +1,63 @@
//-----------------------------------------------------------------------------
// 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

@ -0,0 +1,56 @@
//-----------------------------------------------------------------------------
// 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

@ -0,0 +1,52 @@
//-----------------------------------------------------------------------------
// 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 "hlslCompat.glsl"
#include "torque.glsl"
uniform samplerCube cubemapTex;
in float3 face_pos_x;
in float3 face_neg_x;
in float3 face_pos_y;
in float3 face_neg_y;
in float3 face_pos_z;
in float3 face_neg_z;
out float4 target0;
out float4 target1;
out float4 target2;
out float4 target3;
out float4 target4;
out float4 target5;
//-----------------------------------------------------------------------------
// Main
//-----------------------------------------------------------------------------
void main()
{
target0 = texture(cubemapTex, face_pos_x);
target1 = texture(cubemapTex, face_neg_x);
target2 = texture(cubemapTex, face_pos_y);
target3 = texture(cubemapTex, face_neg_y);
target4 = texture(cubemapTex, face_pos_z);
target5 = texture(cubemapTex, face_neg_z);
}

View file

@ -0,0 +1,51 @@
//-----------------------------------------------------------------------------
// 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 "hlslCompat.glsl"
#include "torque.glsl"
uniform float4x4 matrix0;
uniform float4x4 matrix1;
uniform float4x4 matrix2;
uniform float4x4 matrix3;
uniform float4x4 matrix4;
uniform float4x4 matrix5;
out float3 face_pos_x;
out float3 face_neg_x;
out float3 face_pos_y;
out float3 face_neg_y;
out float3 face_pos_z;
out float3 face_neg_z;
void main()
{
float4 vertex = float4(float2((gl_VertexID << 1) & 2, gl_VertexID & 2) * float2(2, -2) + float2(-1, 1), 0, 1);
gl_Position = vertex;
correctSSP(gl_Position);
face_pos_x = tMul(matrix0, vertex).xyz;
face_neg_x = tMul(matrix1, vertex).xyz;
face_pos_y = tMul(matrix2, vertex).xyz;
face_neg_y = tMul(matrix3, vertex).xyz;
face_pos_z = tMul(matrix4, vertex).xyz;
face_neg_z = tMul(matrix5, vertex).xyz;
}

View file

@ -1,6 +1,6 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Portions Copyright Zefiros
// 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
@ -38,12 +38,140 @@ uniform float4 inLightColor[4];
uniform float4 ambient;
#define ambientCameraFactor 0.3
uniform float specularPower;
uniform float4 specularColor;
uniform float smoothness;
uniform float metalness;
uniform float4 albedo;
#endif // !TORQUE_SHADERGEN
float3 F_schlick( in float3 f0, in float3 f90, in float u )
{
//
// F( v, h ) = F0 + ( 1.0 - F0 ) * pow( 1.0f - HdotV, 5.0f )
//
//
// where
//
// F0 = BaseColor * nDotL
//
// Dielectric materials always have a range of 0.02 < F0 < 0.05 , use a stock value of 0.04 ( roughly plastics )
//
return f0 + ( f90 - f0 ) * pow( 1.0f - u , 5.0f );
}
float Fr_DisneyDiffuse ( float NdotV , float NdotL , float LdotH , float linearRoughness )
{
float energyBias = lerp (0 , 0.5 , linearRoughness );
float energyFactor = lerp (1.0 , 1.0 / 1.51 , linearRoughness );
float fd90 = energyBias + 2.0 * LdotH * LdotH * linearRoughness ;
float3 f0 = float3 ( 1.0f , 1.0f , 1.0f );
float lightScatter = F_schlick( f0 , fd90 , NdotL ).r;
float viewScatter = F_schlick(f0 , fd90 , NdotV ).r;
return lightScatter * viewScatter * energyFactor ;
}
float SmithGGX( float NdotL, float NdotV, float alpha )
{
//
// G( L, V, h ) = G( L ) G( V )
//
// nDotL
// G( L ) = _________________________
// nDotL ( 1 - k ) + k
//
//
// NdotV
// G( V ) = _________________________
// NdotV ( 1 - k ) + k
//
//
// pow( ( Roughness + 1 ), 2)
// , Where k = __________________________ ( unreal 4 )
// 8
//
float alphaSqr = alpha * alpha;
//float GGX_V = NdotL * sqrt ( ( - NdotV * alphaSqr + NdotV ) * NdotV + alphaSqr );
//float GGX_L = NdotV * sqrt ( ( - NdotL * alphaSqr + NdotL ) * NdotL + alphaSqr );
float GGX_V = NdotL + sqrt ( ( - NdotV * alphaSqr + NdotV ) * NdotV + alphaSqr );
float GGX_L = NdotV + sqrt ( ( - NdotL * alphaSqr + NdotL ) * NdotL + alphaSqr );
return rcp( GGX_V + GGX_L );
//return 0.5f / ( GGX_V + GGX_L );
}
float D_GGX( float NdotH , float alpha )
{
//
// or GGX ( disney / unreal 4 )
//
// alpha = pow( roughness, 2 );
//
// pow( alpha, 2 )
// D( h ) = ________________________________________________________________
// PI pow( pow( NdotH , 2 ) ( pow( alpha, 2 ) - 1 ) + 1 ), 2 )
//
float alphaSqr = alpha*alpha;
float f = ( NdotH * alphaSqr - NdotH ) * NdotH + 1;
return alphaSqr / ( M_PI_F * (f * f) );
}
float4 EvalBDRF( float3 baseColor, float3 lightColor, float3 toLight, float3 position, float3 normal, float roughness, float metallic )
{
//
// Microfacet Specular Cook-Torrance
//
// D( h ) F( v, h ) G( l, v, h )
// f( l, v ) = ____________________________
// 4 ( dot( n, l ) dot( n, v )
//
//
float3 L = normalize( toLight );
float3 V = normalize( -position );
float3 H = normalize( L + V );
float3 N = normal;
float NdotV = abs( dot( N, V ) ) + 1e-5f;
float NdotH = saturate( dot( N, H ) );
float NdotL = saturate( dot( N, L ) );
float LdotH = saturate( dot( L, H ) );
float VdotH = saturate( dot( V, H ) );
if ( NdotL == 0 )
return float4( 0.0f, 0.0f, 0.0f, 0.0f );
float alpha = roughness;
float visLinAlpha = alpha * alpha;
float3 f0 = baseColor;
float metal = metallic;
float3 F_conductor= F_schlick( f0, float3( 1.0, 1.0, 1.0 ), VdotH );
float3 F_dielec = F_schlick( float3( 0.04, 0.04, 0.04 ), float3( 1.0, 1.0, 1.0 ), VdotH );
float Vis = SmithGGX( NdotL, NdotV, visLinAlpha );
float D = D_GGX( NdotH, visLinAlpha );
float3 Fr_dielec = D * F_dielec * Vis;
float3 Fr_conductor = D * F_conductor * Vis;
float3 Fd = Fr_DisneyDiffuse( NdotV , NdotL , LdotH , visLinAlpha ) / M_PI_F ;
float3 specular = ( 1.0f - metal ) * Fr_dielec + metal * Fr_conductor;
float3 diffuse = ( 1.0f - metal ) * Fd * f0;
float3 ret = ( diffuse + specular + lightColor) * NdotL;
float FR = saturate(length(specular));
return float4(ret,FR);
}
void compute4Lights( float3 wsView,
float3 wsPosition,
float3 wsNormal,
@ -57,8 +185,9 @@ void compute4Lights( float3 wsView,
float4 inLightSpotDir[3],
float4 inLightSpotAngle,
float4 inLightSpotFalloff,
float specularPower,
float4 specularColor,
float smoothness,
float metalness,
float4 albedo,
#endif // TORQUE_SHADERGEN
@ -81,10 +210,6 @@ void compute4Lights( float3 wsView,
for ( i = 0; i < 3; i++ )
lightVectors[i] = wsPosition[i] - inLightPos[i];
float4 squareDists = 0;
for ( i = 0; i < 3; i++ )
squareDists += lightVectors[i] * lightVectors[i];
// Accumulate the dot product between the light
// vector and the normal.
//
@ -100,39 +225,11 @@ void compute4Lights( float3 wsView,
for ( i = 0; i < 3; i++ )
nDotL += lightVectors[i] * -wsNormal[i];
float4 rDotL = 0;
#ifndef TORQUE_BL_NOSPECULAR
// We're using the Phong specular reflection model
// here where traditionally Torque has used Blinn-Phong
// which has proven to be more accurate to real materials.
//
// We do so because its cheaper as do not need to
// calculate the half angle for all 4 lights.
//
// Advanced Lighting still uses Blinn-Phong, but the
// specular reconstruction it does looks fairly similar
// to this.
//
float3 R = reflect( wsView, -wsNormal );
for ( i = 0; i < 3; i++ )
rDotL += lightVectors[i] * R[i];
#endif
// Normalize the dots.
//
// Notice we're using the half type here to get a
// much faster sqrt via the rsq_pp instruction at
// the loss of some precision.
//
// Unless we have some extremely large point lights
// i don't believe the precision loss will matter.
//
float4 squareDists = 0;
for ( i = 0; i < 3; i++ )
squareDists += lightVectors[i] * lightVectors[i];
half4 correction = (half4)rsqrt( squareDists );
nDotL = saturate( nDotL * correction );
rDotL = clamp( rDotL * correction, 0.00001, 1.0 );
// First calculate a simple point light linear
// attenuation factor.
@ -156,94 +253,19 @@ void compute4Lights( float3 wsView,
atten *= saturate( cosAngle * inLightSpotFalloff );
#endif
// Finally apply the shadow masking on the attenuation.
atten *= shadowMask;
// Get the final light intensity.
float4 intensity = nDotL * atten;
// Combine the light colors for output.
outDiffuse = 0;
float4 lightColor = 0;
for ( i = 0; i < 4; i++ )
outDiffuse += intensity[i] * inLightColor[i];
lightColor += intensity[i] * inLightColor[i];
float3 toLight = 0;
for ( i = 0; i < 3; i++ )
toLight += lightVectors[i].rgb;
// Output the specular power.
float4 specularIntensity = pow( rDotL, specularPower.xxxx ) * atten;
// Apply the per-light specular attenuation.
float4 specular = float4(0,0,0,1);
for ( i = 0; i < 4; i++ )
specular += float4( inLightColor[i].rgb * inLightColor[i].a * specularIntensity[i], 1 );
// Add the final specular intensity values together
// using a single dot product operation then get the
// final specular lighting color.
outSpecular = specularColor * specular;
}
// This value is used in AL as a constant power to raise specular values
// to, before storing them into the light info buffer. The per-material
// specular value is then computer by using the integer identity of
// exponentiation:
//
// (a^m)^n = a^(m*n)
//
// or
//
// (specular^constSpecular)^(matSpecular/constSpecular) = specular^(matSpecular*constSpecular)
//
#define AL_ConstantSpecularPower 12.0f
/// The specular calculation used in Advanced Lighting.
///
/// @param toLight Normalized vector representing direction from the pixel
/// being lit, to the light source, in world space.
///
/// @param normal Normalized surface normal.
///
/// @param toEye The normalized vector representing direction from the pixel
/// being lit to the camera.
///
float AL_CalcSpecular( float3 toLight, float3 normal, float3 toEye )
{
// (R.V)^c
float specVal = dot( normalize( -reflect( toLight, normal ) ), toEye );
// Return the specular factor.
return pow( max( specVal, 0.00001f ), AL_ConstantSpecularPower );
}
/// The output for Deferred Lighting
///
/// @param toLight Normalized vector representing direction from the pixel
/// being lit, to the light source, in world space.
///
/// @param normal Normalized surface normal.
///
/// @param toEye The normalized vector representing direction from the pixel
/// being lit to the camera.
///
float4 AL_DeferredOutput(
float3 lightColor,
float3 diffuseColor,
float4 matInfo,
float4 ambient,
float specular,
float shadowAttenuation)
{
float3 specularColor = float3(specular, specular, specular);
bool metalness = getFlag(matInfo.r, 3);
if ( metalness )
{
specularColor = 0.04 * (1 - specular) + diffuseColor * specular;
}
//specular = color * map * spec^gloss
float specularOut = (specularColor * matInfo.b * min(pow(abs(specular), max(( matInfo.a/ AL_ConstantSpecularPower),1.0f)),matInfo.a)).r;
lightColor *= shadowAttenuation;
lightColor += ambient.rgb;
return float4(lightColor.rgb, specularOut);
}
outDiffuse = float4(albedo.rgb*(1.0-metalness),albedo.a);
outSpecular = EvalBDRF( float3( 1.0, 1.0, 1.0 ), lightColor.rgb, toLight, wsPosition, wsNormal, smoothness, metalness );
}

View file

@ -37,11 +37,12 @@ struct ConvexConnectV
float4 vsEyeDir : TEXCOORD2;
};
ConvexConnectV main( VertData IN,
uniform float4x4 modelview,
uniform float4x4 objTrans,
uniform float4x4 worldViewOnly,
uniform float3 eyePosWorld )
uniform float4x4 modelview;
uniform float4x4 objTrans;
uniform float4x4 worldViewOnly;
uniform float3 eyePosWorld;
ConvexConnectV main( VertData IN )
{
ConvexConnectV OUT;

View file

@ -0,0 +1,33 @@
//-----------------------------------------------------------------------------
// 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 "shadergen:/autogenConditioners.h"
#include "../../postfx/postFx.hlsl"
TORQUE_UNIFORM_SAMPLER2D(indirectLightingBuffer,0);
float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
{
float4 directlighting = float4(TORQUE_TEX2D( indirectLightingBuffer, IN.uv0 ).rgb,1.0);
return directlighting;
}

View file

@ -0,0 +1,33 @@
//-----------------------------------------------------------------------------
// 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 "shadergen:/autogenConditioners.h"
#include "../../postfx/postFx.hlsl"
TORQUE_UNIFORM_SAMPLER2D(matinfoTex,0);
float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
{
float specular = TORQUE_TEX2D( matinfoTex, IN.uv0 ).a;
return float4( specular, specular, specular, 1.0 );
}

View file

@ -0,0 +1,32 @@
//-----------------------------------------------------------------------------
// 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 "shadergen:/autogenConditioners.h"
#include "../../postfx/postFx.hlsl"
TORQUE_UNIFORM_SAMPLER2D(matinfoTex,0);
float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
{
float specular = TORQUE_TEX2D( matinfoTex, IN.uv0 ).b;
return float4( specular, specular, specular, 1.0 );
}

View file

@ -32,6 +32,7 @@ struct Fragout
float4 col : TORQUE_TARGET0;
float4 col1 : TORQUE_TARGET1;
float4 col2 : TORQUE_TARGET2;
float4 col3 : TORQUE_TARGET3;
};
//-----------------------------------------------------------------------------
@ -45,10 +46,13 @@ Fragout main( Conn IN )
OUT.col = float4(1.0, 1.0, 1.0, 1.0);
// Clear Color Buffer.
OUT.col1 = float4(0.0, 0.0, 0.0, 1.0);
OUT.col1 = float4(0.0, 0.0, 0.0, 0.0001);
// Clear Material Info Buffer.
OUT.col2 = float4(0.0, 0.0, 0.0, 1.0);
OUT.col2 = float4(0.0, 0.0, 0.0, 0.0);
// Clear Light Info Buffer.
OUT.col3 = float4(0.0, 0.0, 0.0, 0.0);
return OUT;
}

View file

@ -25,30 +25,37 @@
#include "shaders/common/torque.hlsl"
TORQUE_UNIFORM_SAMPLER2D(colorBufferTex,0);
TORQUE_UNIFORM_SAMPLER2D(lightDeferredTex,1);
TORQUE_UNIFORM_SAMPLER2D(directLightingBuffer,1);
TORQUE_UNIFORM_SAMPLER2D(matInfoTex,2);
TORQUE_UNIFORM_SAMPLER2D(deferredTex,3);
TORQUE_UNIFORM_SAMPLER2D(indirectLightingBuffer,3);
TORQUE_UNIFORM_SAMPLER2D(deferredTex,4);
float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
{
float4 lightBuffer = TORQUE_TEX2D( lightDeferredTex, IN.uv0 );
float4 colorBuffer = TORQUE_TEX2D( colorBufferTex, IN.uv0 );
float4 matInfo = TORQUE_TEX2D( matInfoTex, IN.uv0 );
float specular = saturate(lightBuffer.a);
float depth = TORQUE_DEFERRED_UNCONDITION( deferredTex, IN.uv0 ).w;
if (depth>0.9999)
return float4(0,0,0,0);
// Diffuse Color Altered by Metalness
bool metalness = getFlag(matInfo.r, 3);
if ( metalness )
float3 colorBuffer = 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)
{
colorBuffer *= (1.0 - colorBuffer.a);
return float4(colorBuffer, 1.0);
}
colorBuffer += float4(specular, specular, specular, 1.0);
colorBuffer *= float4(lightBuffer.rgb, 1.0);
return hdrEncode( float4(colorBuffer.rgb, 1.0) );
float4 directLighting = TORQUE_TEX2D( directLightingBuffer, IN.uv0 ); //shadowmap*specular
float3 indirectLighting = TORQUE_TEX2D( indirectLightingBuffer, IN.uv0 ).rgb; //environment mapping*lightmaps
float metalness = matInfo.a;
float frez = directLighting.a;
float3 diffuseColor = colorBuffer - (colorBuffer * metalness);
float3 reflectColor = indirectLighting*colorBuffer;
colorBuffer = diffuseColor+lerp(reflectColor,indirectLighting,frez);
colorBuffer *= max(directLighting.rgb,float3(0,0,0));
return hdrEncode( float4(colorBuffer.rgb, 1.0) );
}

View file

@ -23,9 +23,9 @@
#include "../../hlslStructs.hlsl"
#include "farFrustumQuad.hlsl"
uniform float4 rtParams0;
FarFrustumQuadConnectV main( VertexIn_PNTT IN,
uniform float4 rtParams0 )
FarFrustumQuadConnectV main( VertexIn_PNTT IN )
{
FarFrustumQuadConnectV OUT;

View file

@ -0,0 +1,35 @@
//-----------------------------------------------------------------------------
// 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 "../../../gl/hlslCompat.glsl"
#include "shadergen:/autogenConditioners.h"
in vec2 uv0;
uniform sampler2D directLightingBuffer;
out vec4 OUT_col;
void main()
{
vec4 directLighting = vec4(texture( directLightingBuffer, uv0 ).rgb,1.0);
OUT_col = directLighting;
}

View file

@ -0,0 +1,34 @@
//-----------------------------------------------------------------------------
// 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 "../../../gl/hlslCompat.glsl"
#include "shadergen:/autogenConditioners.h"
#include "../../../postFx/gl/postFX.glsl"
uniform sampler2D matinfoTex;
out vec4 OUT_FragColor0;
void main()
{
float specular = texture( matinfoTex, uv0 ).a;
OUT_FragColor0 = vec4( specular, specular, specular, 1.0 );
}

View file

@ -0,0 +1,34 @@
//-----------------------------------------------------------------------------
// 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 "../../../gl/hlslCompat.glsl"
#include "shadergen:/autogenConditioners.h"
#include "../../../postFx/gl/postFX.glsl"
uniform sampler2D matinfoTex;
out vec4 OUT_FragColor0;
void main()
{
float specular = texture( matinfoTex, uv0 ).b;
OUT_FragColor0 = vec4( specular, specular, specular, 1.0 );
}

View file

@ -142,10 +142,11 @@ float4 main( ConvexConnectP IN ) : TORQUE_TARGET0
float3 ssPos = IN.ssPos.xyz / IN.ssPos.w;
float2 uvScene = getUVFromSSPos( ssPos, rtParams0 );
// Emissive.
float4 matInfo = TORQUE_TEX2D( matInfoBuffer, uvScene );
bool emissive = getFlag( matInfo.r, 0 );
if ( emissive )
// Matinfo flags
float4 matInfo = TORQUE_TEX2D( matInfoBuffer, uvScene );
//early out if emissive
bool emissive = getFlag(matInfo.r, 0);
if (emissive)
{
return float4(0.0, 0.0, 0.0, 0.0);
}
@ -249,12 +250,18 @@ float4 main( ConvexConnectP IN ) : TORQUE_TARGET0
// cause the hardware occlusion query to disable the shadow.
// Specular term
float specular = AL_CalcSpecular( lightVec,
normal,
normalize( -eyeRay ) ) * lightBrightness * atten * shadowed;
float specular = 0;
float4 real_specular = EvalBDRF( float3( 1.0, 1.0, 1.0 ),
lightcol,
lightVec,
viewSpacePos,
normal,
1.0-matInfo.b,
matInfo.a );
float3 lightColorOut = real_specular.rgb * lightBrightness * shadowed* atten;
//lightColorOut /= colorSample.rgb;
float Sat_NL_Att = saturate( nDotL * atten * shadowed ) * lightBrightness;
float3 lightColorOut = lightMapParams.rgb * lightcol;
float4 addToResult = 0.0;
// TODO: This needs to be removed when lightmapping is disabled
@ -271,7 +278,6 @@ float4 main( ConvexConnectP IN ) : TORQUE_TARGET0
lightColorOut = shadowed;
specular *= lightBrightness;
addToResult = ( 1.0 - shadowed ) * abs(lightMapParams);
}
return AL_DeferredOutput(lightColorOut+subsurface*(1.0-Sat_NL_Att), colorSample.rgb, matInfo, addToResult, specular, Sat_NL_Att);
}
return float4((lightColorOut*Sat_NL_Att+subsurface*(1.0-Sat_NL_Att)+addToResult.rgb),real_specular.a);
}

View file

@ -79,10 +79,11 @@ float4 main( ConvexConnectP IN ) : TORQUE_TARGET0
float3 ssPos = IN.ssPos.xyz / IN.ssPos.w;
float2 uvScene = getUVFromSSPos( ssPos, rtParams0 );
// Emissive.
float4 matInfo = TORQUE_TEX2D( matInfoBuffer, uvScene );
bool emissive = getFlag( matInfo.r, 0 );
if ( emissive )
// Matinfo flags
float4 matInfo = TORQUE_TEX2D( matInfoBuffer, uvScene );
//early out if emissive
bool emissive = getFlag(matInfo.r, 0);
if (emissive)
{
return float4(0.0, 0.0, 0.0, 0.0);
}
@ -181,12 +182,19 @@ float4 main( ConvexConnectP IN ) : TORQUE_TARGET0
// cause the hardware occlusion query to disable the shadow.
// Specular term
float specular = AL_CalcSpecular( -lightToPxlVec,
normal,
normalize( -eyeRay ) ) * lightBrightness * atten * shadowed;
float specular = 0;
float3 lightVec = lightPosition - viewSpacePos;
float4 real_specular = EvalBDRF( float3( 1.0, 1.0, 1.0 ),
lightcol,
lightVec,
viewSpacePos,
normal,
1.0-matInfo.b,
matInfo.a );
float3 lightColorOut = real_specular.rgb * lightBrightness * shadowed* atten;
float Sat_NL_Att = saturate( nDotL * atten * shadowed ) * lightBrightness;
float3 lightColorOut = lightMapParams.rgb * lightcol;
float4 addToResult = 0.0;
// TODO: This needs to be removed when lightmapping is disabled
@ -204,6 +212,5 @@ float4 main( ConvexConnectP IN ) : TORQUE_TARGET0
specular *= lightBrightness;
addToResult = ( 1.0 - shadowed ) * abs(lightMapParams);
}
return AL_DeferredOutput(lightColorOut+subsurface*(1.0-Sat_NL_Att), colorSample.rgb, matInfo, addToResult, specular, Sat_NL_Att);
return float4((lightColorOut*Sat_NL_Att+subsurface*(1.0-Sat_NL_Att)+addToResult.rgb),real_specular.a);
}

View file

@ -38,7 +38,7 @@ TORQUE_UNIFORM_SAMPLER2D(dynamicShadowMap, 2);
TORQUE_UNIFORM_SAMPLER2D(ssaoMask, 3);
uniform float4 rtParams3;
#endif
//register 4?
TORQUE_UNIFORM_SAMPLER2D(lightBuffer, 5);
TORQUE_UNIFORM_SAMPLER2D(colorBuffer, 6);
TORQUE_UNIFORM_SAMPLER2D(matInfoBuffer, 7);
@ -194,12 +194,13 @@ float4 AL_VectorLightShadowCast( TORQUE_SAMPLER2D(sourceShadowMap),
float4 main( FarFrustumQuadConnectP IN ) : TORQUE_TARGET0
{
// Emissive.
float4 matInfo = TORQUE_TEX2D( matInfoBuffer, IN.uv0 );
bool emissive = getFlag( matInfo.r, 0 );
if ( emissive )
// Matinfo flags
float4 matInfo = TORQUE_TEX2D( matInfoBuffer, IN.uv0 );
//early out if emissive
bool emissive = getFlag(matInfo.r, 0);
if (emissive)
{
return float4(1.0, 1.0, 1.0, 0.0);
return float4(0.0, 0.0, 0.0, 0.0);
}
float4 colorSample = TORQUE_TEX2D( colorBuffer, IN.uv0 );
@ -289,30 +290,20 @@ float4 main( FarFrustumQuadConnectP IN ) : TORQUE_TARGET0
#endif // !NO_SHADOW
// Specular term
float specular = AL_CalcSpecular( -lightDirection,
normal,
normalize(-IN.vsEyeRay) ) * lightBrightness * shadowed;
float Sat_NL_Att = saturate( dotNL * shadowed ) * lightBrightness;
float3 lightColorOut = lightMapParams.rgb * lightColor.rgb;
// Specular term
float3 viewSpacePos = IN.vsEyeRay * depth;
float4 real_specular = EvalBDRF( float3( 1.0, 1.0, 1.0 ),
lightColor.rgb,
normalize( -lightDirection ),
viewSpacePos,
normal,
1.0-matInfo.b,
matInfo.a );
float3 lightColorOut = real_specular.rgb * lightBrightness * shadowed;
float4 addToResult = (lightAmbient * (1 - ambientCameraFactor)) + ( lightAmbient * ambientCameraFactor * saturate(dot(normalize(-IN.vsEyeRay), normal)) );
// TODO: This needs to be removed when lightmapping is disabled
// as its extra work per-pixel on dynamic lit scenes.
//
// Special lightmapping pass.
if ( lightMapParams.a < 0.0 )
{
// This disables shadows on the backsides of objects.
shadowed = dotNL < 0.0f ? 1.0f : shadowed;
Sat_NL_Att = 1.0f;
lightColorOut = shadowed;
specular *= lightBrightness;
addToResult = ( 1.0 - shadowed ) * abs(lightMapParams);
}
float Sat_NL_Att = saturate( dotNL * shadowed ) * lightBrightness;
float Sat_NdotV = saturate(dot(normalize(-IN.vsEyeRay), normal));
float4 addToResult = ( lightAmbient * (1 - ambientCameraFactor)) + ( lightAmbient * ambientCameraFactor * Sat_NdotV );
// Sample the AO texture.
#ifdef USE_SSAO_MASK
@ -323,6 +314,6 @@ float4 main( FarFrustumQuadConnectP IN ) : TORQUE_TARGET0
#ifdef PSSM_DEBUG_RENDER
lightColorOut = debugColor;
#endif
return AL_DeferredOutput(lightColorOut+subsurface*(1.0-Sat_NL_Att), colorSample.rgb, matInfo, addToResult, specular, Sat_NL_Att);
return float4(matInfo.g*(lightColorOut*Sat_NL_Att+subsurface*(1.0-Sat_NL_Att)+addToResult.rgb),real_specular.a);
}

View file

@ -32,8 +32,7 @@ uniform float3 fogData;
uniform float4 rtParams0;
float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
{
//float2 deferredCoord = ( IN.uv0.xy * rtParams0.zw ) + rtParams0.xy;
{
float depth = TORQUE_DEFERRED_UNCONDITION( deferredTex, IN.uv0 ).w;
//return float4( depth, 0, 0, 0.7 );

View file

@ -23,11 +23,9 @@
#include "../../shaderModel.hlsl"
#define FXAA_PC 1
#if (TORQUE_SM <= 30)
#define FXAA_HLSL_3 1
#elif TORQUE_SM < 49
#if TORQUE_SM == 40
#define FXAA_HLSL_4 1
#elif TORQUE_SM >=50
#elif TORQUE_SM > 40
#define FXAA_HLSL_5 1
#endif
#define FXAA_QUALITY__PRESET 12
@ -48,9 +46,7 @@ uniform float2 oneOverTargetSize;
float4 main( VertToPix IN ) : TORQUE_TARGET0
{
#if (TORQUE_SM >= 10 && TORQUE_SM <=30)
FxaaTex tex = colorTex;
#elif TORQUE_SM >=40
#if TORQUE_SM >=40
FxaaTex tex;
tex.smpl = colorTex;
tex.tex = texture_colorTex;

View file

@ -44,7 +44,7 @@ float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
color.rgb = ((color.rgb - 0.5f) * Contrast) + 0.5f;
// Apply brightness
color.rgb += Brightness;
return color;
//color.rgb += Brightness;
return color;
}

View file

@ -43,6 +43,29 @@ uniform float g_fOneOverGamma;
uniform float Brightness;
uniform float Contrast;
// uncharted 2 tonemapper see: http://filmicgames.com/archives/75
float3 Uncharted2Tonemap(const float3 x)
{
const float A = 0.15;
const float B = 0.50;
const float C = 0.10;
const float D = 0.20;
const float E = 0.02;
const float F = 0.30;
return ((x*(A*x + C*B) + D*E) / (x*(A*x + B) + D*F)) - E / F;
}
float3 tonemap(float3 c)
{
const float W = 11.2;
float ExposureBias = 2.0f;
float ExposureAdjust = 1.5f;
c *= ExposureAdjust;
float3 curr = Uncharted2Tonemap(ExposureBias*c);
float3 whiteScale = 1.0f / Uncharted2Tonemap(W);
return curr*whiteScale;
}
float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
{
float4 sample = hdrDecode( TORQUE_TEX2D( sceneTex, IN.uv0 ) );
@ -71,17 +94,6 @@ float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
// Add the bloom effect.
sample += g_fBloomScale * bloom;
// Map the high range of color values into a range appropriate for
// display, taking into account the user's adaptation level,
// white point, and selected value for for middle gray.
if ( g_fEnableToneMapping > 0.0f )
{
float Lp = (g_fMiddleGray / (adaptedLum + 0.0001)) * hdrLuminance( sample.rgb );
//float toneScalar = ( Lp * ( 1.0 + ( Lp / ( g_fWhiteCutoff ) ) ) ) / ( 1.0 + Lp );
float toneScalar = Lp;
sample.rgb = lerp( sample.rgb, sample.rgb * toneScalar, g_fEnableToneMapping );
}
// Apply the color correction.
sample.r = TORQUE_TEX1D( colorCorrectionTex, sample.r ).r;

View file

@ -24,44 +24,8 @@
#define _TORQUE_SHADERMODEL_
// Portability helpers for different shader models
//Shader model 1.0 - 3.0
#if (TORQUE_SM >= 10 && TORQUE_SM <=30)
// Semantics
#define TORQUE_POSITION POSITION
#define TORQUE_DEPTH DEPTH
#define TORQUE_TARGET0 COLOR0
#define TORQUE_TARGET1 COLOR1
#define TORQUE_TARGET2 COLOR2
#define TORQUE_TARGET3 COLOR3
// Sampler uniforms
#define TORQUE_UNIFORM_SAMPLER1D(tex,regist) uniform sampler1D tex : register(S##regist)
#define TORQUE_UNIFORM_SAMPLER2D(tex,regist) uniform sampler2D tex : register(S##regist)
#define TORQUE_UNIFORM_SAMPLER3D(tex,regist) uniform sampler3D tex : register(S##regist)
#define TORQUE_UNIFORM_SAMPLERCUBE(tex,regist) uniform samplerCUBE tex : register(S##regist)
// Sampling functions
#define TORQUE_TEX1D(tex,coords) tex1D(tex,coords)
#define TORQUE_TEX2D(tex,coords) tex2D(tex,coords)
#define TORQUE_TEX2DPROJ(tex,coords) tex2Dproj(tex,coords) //this really is sm 2 or later
#define TORQUE_TEX3D(tex,coords) tex3D(tex,coords)
#define TORQUE_TEXCUBE(tex,coords) texCUBE(tex,coords)
//Shader model 3.0 only
#if TORQUE_SM == 30
#define TORQUE_VPOS VPOS // This is a float2
// The mipmap LOD is specified in coord.w
#define TORQUE_TEX2DLOD(tex,coords) tex2Dlod(tex,coords)
#endif
//helper if you want to pass sampler/texture in a function
//2D
#define TORQUE_SAMPLER2D(tex) sampler2D tex
#define TORQUE_SAMPLER2D_MAKEARG(tex) tex
//Cube
#define TORQUE_SAMPLERCUBE(tex) samplerCUBE tex
#define TORQUE_SAMPLERCUBE_MAKEARG(tex) tex
// Shader model 4.0+
#elif TORQUE_SM >= 40
#if TORQUE_SM >= 40
#define TORQUE_POSITION SV_Position
#define TORQUE_DEPTH SV_Depth
#define TORQUE_VPOS SV_Position //note float4 compared to SM 3 where it is a float2
@ -69,10 +33,13 @@
#define TORQUE_TARGET1 SV_Target1
#define TORQUE_TARGET2 SV_Target2
#define TORQUE_TARGET3 SV_Target3
#define TORQUE_TARGET4 SV_Target4
#define TORQUE_TARGET5 SV_Target5
// Sampler uniforms
//1D is emulated to a 2D for now
#define TORQUE_UNIFORM_SAMPLER1D(tex,regist) uniform Texture2D texture_##tex : register(T##regist); uniform SamplerState tex : register(S##regist)
#define TORQUE_UNIFORM_SAMPLER2D(tex,regist) uniform Texture2D texture_##tex : register(T##regist); uniform SamplerState tex : register(S##regist)
#define TORQUE_UNIFORM_SAMPLER2DCMP(tex,regist) uniform Texture2D texture_##tex : register(T##regist); uniform SamplerComparisonState tex : register(S##regist)
#define TORQUE_UNIFORM_SAMPLER3D(tex,regist) uniform Texture3D texture_##tex : register(T##regist); uniform SamplerState tex : register(S##regist)
#define TORQUE_UNIFORM_SAMPLERCUBE(tex,regist) uniform TextureCube texture_##tex : register(T##regist); uniform SamplerState tex : register(S##regist)
// Sampling functions
@ -83,11 +50,18 @@
#define TORQUE_TEXCUBE(tex,coords) texture_##tex.Sample(tex,coords)
// The mipmap LOD is specified in coord.w
#define TORQUE_TEX2DLOD(tex,coords) texture_##tex.SampleLevel(tex,coords.xy,coords.w)
#define TORQUE_TEXCUBELOD(tex,coords) texture_##tex.SampleLevel(tex,coords.xyz,coords.w)
// Tex2d comparison
#define TORQUE_TEX2DCMP(tex,coords,compare) texture_##tex.SampleCmpLevelZero(tex,coords,compare)
#define TORQUE_TEX2DGATHER(tex,coords,compare,offset) texture_##tex.GatherCmp(tex,coords,compare,offset)
//helper if you want to pass sampler/texture in a function
//2D
#define TORQUE_SAMPLER2D(tex) Texture2D texture_##tex, SamplerState tex
#define TORQUE_SAMPLER2D_MAKEARG(tex) texture_##tex, tex
// Sampler comparison state - use above MAKEARG with this
#define TORQUE_SAMPLER2DCMP(tex) Texture2D texture_##tex, SamplerComparisonState tex
//Cube
#define TORQUE_SAMPLERCUBE(tex) TextureCube texture_##tex, SamplerState tex
#define TORQUE_SAMPLERCUBE_MAKEARG(tex) texture_##tex, tex

View file

@ -26,9 +26,8 @@
#include "shadergen:/autogenConditioners.h"
// Portability helpers for autogenConditioners
#if (TORQUE_SM >= 10 && TORQUE_SM <=30)
#define TORQUE_DEFERRED_UNCONDITION(tex, coords) deferredUncondition(tex, coords)
#elif TORQUE_SM >= 40
#if TORQUE_SM >= 40
#define TORQUE_DEFERRED_UNCONDITION(tex, coords) deferredUncondition(tex, texture_##tex, coords)
#endif

View file

@ -167,22 +167,13 @@ float2 parallaxOffsetDxtnm(TORQUE_SAMPLER2D(texMap), float2 texCoord, float3 neg
return offset;
}
/// The maximum value for 16bit per component integer HDR encoding.
static const float HDR_RGB16_MAX = 100.0;
/// The maximum value for 10bit per component integer HDR encoding.
static const float HDR_RGB10_MAX = 4.0;
/// Encodes an HDR color for storage into a target.
float3 hdrEncode( float3 sample )
{
#if defined( TORQUE_HDR_RGB16 )
return sample / HDR_RGB16_MAX;
#elif defined( TORQUE_HDR_RGB10 )
#if defined( TORQUE_HDR_RGB10 )
return sample / HDR_RGB10_MAX;
#else
@ -202,12 +193,7 @@ float4 hdrEncode( float4 sample )
/// Decodes an HDR color from a target.
float3 hdrDecode( float3 sample )
{
#if defined( TORQUE_HDR_RGB16 )
return sample * HDR_RGB16_MAX;
#elif defined( TORQUE_HDR_RGB10 )
#if defined( TORQUE_HDR_RGB10 )
return sample * HDR_RGB10_MAX;
#else
@ -286,37 +272,6 @@ bool getFlag(float flags, int num)
return (fmod(process, pow(2, squareNum)) >= squareNum);
}
// #define TORQUE_STOCK_GAMMA
#ifdef TORQUE_STOCK_GAMMA
// Sample in linear space. Decodes gamma.
float4 toLinear(float4 tex)
{
return tex;
}
// Encodes gamma.
float4 toGamma(float4 tex)
{
return tex;
}
float3 toLinear(float3 tex)
{
return tex;
}
// Encodes gamma.
float3 toGamma(float3 tex)
{
return tex;
}
float3 toLinear(float3 tex)
{
return tex;
}
// Encodes gamma.
float3 toLinear(float3 tex)
{
return tex;
}
#else
// Sample in linear space. Decodes gamma.
float4 toLinear(float4 tex)
{
@ -337,6 +292,22 @@ float3 toGamma(float3 tex)
{
return pow(abs(tex.rgb), 1.0/2.2);
}
#endif //
//
float3 PBRFresnel(float3 albedo, float3 indirect, float metalness, float fresnel)
{
float3 diffuseColor = albedo - (albedo * metalness);
float3 reflectColor = lerp(indirect*albedo, indirect, fresnel);
return diffuseColor + reflectColor;
}
float3 simpleFresnel(float3 diffuseColor, float3 reflectColor, float metalness, float angle, float bias, float power)
{
float fresnelTerm = bias + (1.0 - bias) * pow(abs(1.0 - max(angle, 0)), power);
fresnelTerm *= metalness;
return lerp(diffuseColor, reflectColor, fresnelTerm);
}
#endif // _TORQUE_HLSL_

View file

@ -117,7 +117,6 @@ float4 main( ConnectData IN ) : TORQUE_TARGET0
{
// Modulate baseColor by the ambientColor.
float4 waterBaseColor = baseColor * float4( ambientColor.rgb, 1 );
waterBaseColor = waterBaseColor;
// Get the bumpNorm...
float3 bumpNorm = ( TORQUE_TEX2D( bumpMap, IN.rippleTexCoord01.xy ).rgb * 2.0 - 1.0 ) * rippleMagnitude.x;

View file

@ -311,7 +311,6 @@ float4 main( ConnectData IN ) : TORQUE_TARGET0
// Calculate the water "base" color based on depth.
float4 waterBaseColor = baseColor * TORQUE_TEX1D( depthGradMap, saturate( delta / depthGradMax ) );
waterBaseColor = waterBaseColor;
// Modulate baseColor by the ambientColor.
waterBaseColor *= float4( ambientColor.rgb, 1 );

View file

@ -120,9 +120,13 @@ function MaterialEditorPlugin::onActivated( %this )
}else{
$wasInWireFrameMode = false;
}
advancedTextureMapsRollout.Expanded = false;
accumulationPropertiesRollout.Expanded = false;
lightingPropertiesRollout.Expanded = false;
materialAnimationPropertiesRollout.Expanded = false;
materialAdvancedPropertiesRollout.Expanded = false;
materialDamagePropertiesRollout.Expanded = false;
WorldEditorPlugin.onActivated();
EditorGui-->MatEdPropertiesWindow.setVisible( true );

View file

@ -593,6 +593,27 @@ function MaterialEditorGui::convertTextureFields(%this)
%specMap = MaterialEditorGui.searchForTexture(MaterialEditorGui.currentMaterial, %specMap);
MaterialEditorGui.currentMaterial.specularMap[%specI] = %specMap;
}
for(%roughI = 0; %roughI < 4; %roughI++)
{
%roughMap = MaterialEditorGui.currentMaterial.roughMap[%roughI];
%roughMap = MaterialEditorGui.searchForTexture(MaterialEditorGui.currentMaterial, %roughMap);
MaterialEditorGui.currentMaterial.roughMap[%specI] = %roughMap;
}
for(%aoI = 0; %aoI < 4; %aoI++)
{
%aoMap = MaterialEditorGui.currentMaterial.aoMap[%aoI];
%aoMap = MaterialEditorGui.searchForTexture(MaterialEditorGui.currentMaterial, %aoMap);
MaterialEditorGui.currentMaterial.aoMap[%specI] = %aoMap;
}
for(%metalI = 0; %metalI < 4; %metalI++)
{
%metalMap = MaterialEditorGui.currentMaterial.metalMap[%metalI];
%metalMap = MaterialEditorGui.searchForTexture(MaterialEditorGui.currentMaterial, %metalMap);
MaterialEditorGui.currentMaterial.metalMap[%metalI] = %metalMap;
}
}
// still needs to be optimized further
@ -875,7 +896,9 @@ function MaterialEditorGui::guiSync( %this, %material )
MaterialEditorPropertiesWindow-->toneMapNameText.setText( (%material).toneMap[%layer] );
MaterialEditorPropertiesWindow-->toneMapDisplayBitmap.setBitmap( (%material).toneMap[%layer] );
}
MaterialEditorPropertiesWindow-->isSRGBCheckbox.setValue((%material).isSRGB[%layer]);
MaterialEditorPropertiesWindow-->invertSmoothnessCheckbox.setValue((%material).invertSmoothness[%layer]);
if((%material).specularMap[%layer] $= "")
{
MaterialEditorPropertiesWindow-->specMapNameText.setText( "None" );
@ -887,6 +910,39 @@ function MaterialEditorGui::guiSync( %this, %material )
MaterialEditorPropertiesWindow-->specMapDisplayBitmap.setBitmap( (%material).specularMap[%layer] );
}
if((%material).roughMap[%layer] $= "")
{
MaterialEditorPropertiesWindow-->roughMapNameText.setText( "None" );
MaterialEditorPropertiesWindow-->roughMapDisplayBitmap.setBitmap( "tools/materialeditor/gui/unknownImage" );
}
else
{
MaterialEditorPropertiesWindow-->roughMapNameText.setText( (%material).roughMap[%layer] );
MaterialEditorPropertiesWindow-->roughMapDisplayBitmap.setBitmap( (%material).roughMap[%layer] );
}
if((%material).aoMap[%layer] $= "")
{
MaterialEditorPropertiesWindow-->aoMapNameText.setText( "None" );
MaterialEditorPropertiesWindow-->aoMapDisplayBitmap.setBitmap( "tools/materialeditor/gui/unknownImage" );
}
else
{
MaterialEditorPropertiesWindow-->aoMapNameText.setText( (%material).aoMap[%layer] );
MaterialEditorPropertiesWindow-->aoMapDisplayBitmap.setBitmap( (%material).aoMap[%layer] );
}
if((%material).metalMap[%layer] $= "")
{
MaterialEditorPropertiesWindow-->metalMapNameText.setText( "None" );
MaterialEditorPropertiesWindow-->metalMapDisplayBitmap.setBitmap( "tools/materialeditor/gui/unknownImage" );
}
else
{
MaterialEditorPropertiesWindow-->metalMapNameText.setText( (%material).metalMap[%layer] );
MaterialEditorPropertiesWindow-->metalMapDisplayBitmap.setBitmap( (%material).metalMap[%layer] );
}
MaterialEditorPropertiesWindow-->accuScaleTextEdit.setText((%material).accuScale[%layer]);
MaterialEditorPropertiesWindow-->accuScaleTextEdit.setText((%material).accuScale[%layer]);
MaterialEditorPropertiesWindow-->accuDirectionTextEdit.setText((%material).accuDirection[%layer]);
@ -904,11 +960,10 @@ function MaterialEditorGui::guiSync( %this, %material )
MaterialEditorPropertiesWindow-->colorTintSwatch.color = (%material).diffuseColor[%layer];
MaterialEditorPropertiesWindow-->specularColorSwatch.color = (%material).specular[%layer];
MaterialEditorPropertiesWindow-->specularPowerTextEdit.setText((%material).specularPower[%layer]);
MaterialEditorPropertiesWindow-->specularPowerSlider.setValue((%material).specularPower[%layer]);
MaterialEditorPropertiesWindow-->specularStrengthTextEdit.setText((%material).specularStrength[%layer]);
MaterialEditorPropertiesWindow-->specularStrengthSlider.setValue((%material).specularStrength[%layer]);
MaterialEditorPropertiesWindow-->pixelSpecularCheckbox.setValue((%material).pixelSpecular[%layer]);
MaterialEditorPropertiesWindow-->SmoothnessTextEdit.setText((%material).Smoothness[%layer]);
MaterialEditorPropertiesWindow-->SmoothnessSlider.setValue((%material).Smoothness[%layer]);
MaterialEditorPropertiesWindow-->MetalnessTextEdit.setText((%material).Metalness[%layer]);
MaterialEditorPropertiesWindow-->MetalnessSlider.setValue((%material).Metalness[%layer]);
MaterialEditorPropertiesWindow-->glowCheckbox.setValue((%material).glow[%layer]);
MaterialEditorPropertiesWindow-->emissiveCheckbox.setValue((%material).emissive[%layer]);
MaterialEditorPropertiesWindow-->parallaxTextEdit.setText((%material).parallaxScale[%layer]);
@ -976,11 +1031,34 @@ function MaterialEditorGui::guiSync( %this, %material )
MaterialEditorPropertiesWindow-->SequenceSliderSSS.setValue( %numFrames );
// Accumulation
MaterialEditorPropertiesWindow-->accuCheckbox.setValue((%material).accuEnabled[%layer]);
MaterialEditorPropertiesWindow-->accuCheckbox.setValue((%material).accuEnabled[%layer]);
MaterialEditorPropertiesWindow-->accuCheckbox.setValue((%material).accuEnabled[%layer]);
%this.getRoughChan((%material).SmoothnessChan[%layer]);
%this.getAOChan((%material).AOChan[%layer]);
%this.getMetalChan((%material).metalChan[%layer]);
%this.preventUndo = false;
}
//=======================================
function MaterialEditorGui::getRoughChan(%this, %channel)
{
%guiElement = roughChanBtn @ %channel;
%guiElement.setStateOn(true);
}
function MaterialEditorGui::getAOChan(%this, %channel)
{
%guiElement = AOChanBtn @ %channel;
%guiElement.setStateOn(true);
}
function MaterialEditorGui::getMetalChan(%this, %channel)
{
%guiElement = metalChanBtn @ %channel;
%guiElement.setStateOn(true);
}
//=======================================
// Material Update Functionality
@ -1192,6 +1270,90 @@ function MaterialEditorGui::updateSpecMap(%this,%action)
MaterialEditorGui.guiSync( materialEd_previewMaterial );
}
function MaterialEditorGui::updateRoughMap(%this,%action)
{
%layer = MaterialEditorGui.currentLayer;
if( %action )
{
%texture = MaterialEditorGui.openFile("texture");
if( %texture !$= "" )
{
MaterialEditorPropertiesWindow-->roughMapDisplayBitmap.setBitmap(%texture);
%bitmap = MaterialEditorPropertiesWindow-->roughMapDisplayBitmap.bitmap;
%bitmap = strreplace(%bitmap,"tools/materialEditor/scripts/","");
MaterialEditorPropertiesWindow-->roughMapDisplayBitmap.setBitmap(%bitmap);
MaterialEditorPropertiesWindow-->roughMapNameText.setText(%bitmap);
MaterialEditorGui.updateActiveMaterial("roughMap[" @ %layer @ "]","\"" @ %bitmap @ "\"");
}
}
else
{
MaterialEditorPropertiesWindow-->roughMapNameText.setText("None");
MaterialEditorPropertiesWindow-->roughMapDisplayBitmap.setBitmap("tools/materialeditor/gui/unknownImage");
MaterialEditorGui.updateActiveMaterial("roughMap[" @ %layer @ "]","");
}
MaterialEditorGui.guiSync( materialEd_previewMaterial );
}
function MaterialEditorGui::updateaoMap(%this,%action)
{
%layer = MaterialEditorGui.currentLayer;
if( %action )
{
%texture = MaterialEditorGui.openFile("texture");
if( %texture !$= "" )
{
MaterialEditorPropertiesWindow-->aoMapDisplayBitmap.setBitmap(%texture);
%bitmap = MaterialEditorPropertiesWindow-->aoMapDisplayBitmap.bitmap;
%bitmap = strreplace(%bitmap,"tools/materialEditor/scripts/","");
MaterialEditorPropertiesWindow-->aoMapDisplayBitmap.setBitmap(%bitmap);
MaterialEditorPropertiesWindow-->aoMapNameText.setText(%bitmap);
MaterialEditorGui.updateActiveMaterial("aoMap[" @ %layer @ "]","\"" @ %bitmap @ "\"");
}
}
else
{
MaterialEditorPropertiesWindow-->aoMapNameText.setText("None");
MaterialEditorPropertiesWindow-->aoMapDisplayBitmap.setBitmap("tools/materialeditor/gui/unknownImage");
MaterialEditorGui.updateActiveMaterial("aoMap[" @ %layer @ "]","");
}
MaterialEditorGui.guiSync( materialEd_previewMaterial );
}
function MaterialEditorGui::updatemetalMap(%this,%action)
{
%layer = MaterialEditorGui.currentLayer;
if( %action )
{
%texture = MaterialEditorGui.openFile("texture");
if( %texture !$= "" )
{
MaterialEditorPropertiesWindow-->metalMapDisplayBitmap.setBitmap(%texture);
%bitmap = MaterialEditorPropertiesWindow-->metalMapDisplayBitmap.bitmap;
%bitmap = strreplace(%bitmap,"tools/materialEditor/scripts/","");
MaterialEditorPropertiesWindow-->metalMapDisplayBitmap.setBitmap(%bitmap);
MaterialEditorPropertiesWindow-->metalMapNameText.setText(%bitmap);
MaterialEditorGui.updateActiveMaterial("metalMap[" @ %layer @ "]","\"" @ %bitmap @ "\"");
}
}
else
{
MaterialEditorPropertiesWindow-->metalMapNameText.setText("None");
MaterialEditorPropertiesWindow-->metalMapDisplayBitmap.setBitmap("tools/materialeditor/gui/unknownImage");
MaterialEditorGui.updateActiveMaterial("metalMap[" @ %layer @ "]","");
}
MaterialEditorGui.guiSync( materialEd_previewMaterial );
}
function MaterialEditorGui::updateRotationOffset(%this, %isSlider, %onMouseUp)
{
%layer = MaterialEditorGui.currentLayer;
@ -2268,3 +2430,58 @@ function MaterialEditorGui::updateAccuCheckbox(%this, %value)
MaterialEditorGui.updateActiveMaterial("accuEnabled[" @ MaterialEditorGui.currentLayer @ "]", %value);
MaterialEditorGui.guiSync( materialEd_previewMaterial );
}
// channel in selectors
function MaterialEditorGui::setRoughChan(%this, %value)
{
MaterialEditorGui.updateActiveMaterial("SmoothnessChan[" @ MaterialEditorGui.currentLayer @ "]", %value);
MaterialEditorGui.guiSync( materialEd_previewMaterial );
}
function MaterialEditorGui::setAOChan(%this, %value)
{
MaterialEditorGui.updateActiveMaterial("aoChan[" @ MaterialEditorGui.currentLayer @ "]", %value);
MaterialEditorGui.guiSync( materialEd_previewMaterial );
}
function MaterialEditorGui::setMetalChan(%this, %value)
{
MaterialEditorGui.updateActiveMaterial("metalChan[" @ MaterialEditorGui.currentLayer @ "]", %value);
MaterialEditorGui.guiSync( materialEd_previewMaterial );
}
function MaterialEditorGui::saveCompositeMap(%this)
{
%saveAs = "";
%dlg = new SaveFileDialog()
{
Filters = "png";
DefaultPath = EditorSettings.value("art/shapes/textures");
ChangePath = false;
OverwritePrompt = true;
};
%ret = %dlg.Execute();
if(%ret)
{
// Immediately override/set the levelsDirectory
EditorSettings.setValue( "art/shapes/textures", collapseFilename(filePath( %dlg.FileName )) );
%saveAs = %dlg.FileName;
}
%material = %this.currentMaterial;
%layer = %this.currentLayer;
%roughMap = %material.roughMap[%layer];
%aoMap = %material.aoMap[%layer];
%metalMap = %material.metalMap[%layer];
%smooth = %material.SmoothnessChan[%layer];
%ao = %material.AOChan[%layer];
%metal = %material.metalChan[%layer];
%channelKey = %smooth SPC %ao SPC %metal SPC 3;
error("Storing: \"" @ %roughMap @"\" \""@ %aoMap @"\" \""@ %metalMap @"\" \""@ %channelKey @"\" \""@ %saveAs @"\"");
saveCompositeTexture(%roughMap,%aoMap,%metalMap,"",%channelKey, %saveAs);
%dlg.delete();
}

View file

@ -117,11 +117,13 @@ function initializeWorldEditor()
EVisibility.addOption( "Debug Render: Physics World", "$PhysicsWorld::render", "togglePhysicsDebugViz" );
EVisibility.addOption( "AL: Disable Shadows", "$Shadows::disable", "" );
EVisibility.addOption( "AL: Light Color Viz", "$AL_LightColorVisualizeVar", "toggleLightColorViz" );
EVisibility.addOption( "AL: Environment Light", "$AL_LightMapShaderVar", "toggleLightMapViz" );
EVisibility.addOption( "AL: Light Specular Viz", "$AL_LightSpecularVisualizeVar", "toggleLightSpecularViz" );
EVisibility.addOption( "AL: Normals Viz", "$AL_NormalsVisualizeVar", "toggleNormalsViz" );
EVisibility.addOption( "AL: Depth Viz", "$AL_DepthVisualizeVar", "toggleDepthViz" );
EVisibility.addOption( "AL: Color Buffer", "$AL_ColorBufferShaderVar", "toggleColorBufferViz" );
EVisibility.addOption( "AL: Spec Map", "$AL_SpecMapShaderVar", "toggleSpecMapViz");
EVisibility.addOption( "AL: Spec Map(Rough)", "$AL_RoughMapShaderVar", "toggleRoughMapViz");
EVisibility.addOption( "AL: Spec Map(Metal)", "$AL_MetalMapShaderVar", "toggleMetalMapViz");
EVisibility.addOption( "AL: Backbuffer", "$AL_BackbufferVisualizeVar", "toggleBackbufferViz" );
EVisibility.addOption( "AL: Glow Buffer", "$AL_GlowVisualizeVar", "toggleGlowViz" );
EVisibility.addOption( "AL: PSSM Cascade Viz", "$AL::PSSMDebugRender", "" );

View file

@ -85,6 +85,8 @@ function EWCreatorWindow::init( %this )
%this.registerMissionObject( "SFXSpace", "Sound Space" );
%this.registerMissionObject( "OcclusionVolume", "Occlusion Volume" );
%this.registerMissionObject( "AccumulationVolume", "Accumulation Volume" );
%this.registerMissionObject("NavMesh", "Navigation mesh");
%this.registerMissionObject("NavPath", "Path");
%this.registerMissionObject( "Entity", "Entity" );
%this.endGroup();