Majority of forward work. Some state/register count issues and further testing required.

Also requires proper binding of forward probe values, as well as scoring probes for forward selection.
This commit is contained in:
Areloch 2019-04-07 23:57:05 -05:00
parent afb5a589c3
commit c025760422
6 changed files with 344 additions and 144 deletions

View file

@ -45,6 +45,9 @@ uniform float4 albedo;
#endif // !TORQUE_SHADERGEN
#define MAX_PROBES 50
#define MAX_FORWARD_PROBES 4
inline float3 getDistanceVectorToPlane( float3 origin, float3 direction, float4 plane )
{
float denum = dot( plane.xyz, direction.xyz );
@ -145,6 +148,26 @@ inline Surface createSurface(float4 gbuffer0, TORQUE_SAMPLER2D(gbufferTex1), TOR
return surface;
}
inline Surface createForwardSurface(float4 baseColor, float4 normal, float4 pbrProperties, in float2 uv, in float3 wsPosition, in float3 wsEyePos, in float3 wsEyeRay, in float4x4 invView)
{
Surface surface = (Surface)0;
surface.depth = 0;
surface.P = wsPosition;
surface.N = mul(invView, float4(normal.xyz,0)).xyz; //TODO move t3d to use WS normals
surface.V = normalize(wsEyePos - surface.P);
surface.baseColor = baseColor;
const float minRoughness=1e-4;
surface.roughness = clamp(1.0 - pbrProperties.b, minRoughness, 1.0); //t3d uses smoothness, so we convert to roughness.
surface.roughness_brdf = surface.roughness * surface.roughness;
surface.metalness = pbrProperties.a;
surface.ao = pbrProperties.g;
surface.matFlag = pbrProperties.r;
surface.Update();
return surface;
}
struct SurfaceToLight
{
float3 L; // surface to light vector
@ -237,9 +260,9 @@ inline float3 getPunctualLight(in Surface surface, in SurfaceToLight surfaceToLi
}
//Probe IBL stuff
float defineSphereSpaceInfluence(Surface surface, float3 wsProbePosition, float radius)
float defineSphereSpaceInfluence(float3 wsPosition, float3 wsProbePosition, float radius)
{
float3 L = wsProbePosition.xyz - surface.P;
float3 L = wsProbePosition.xyz - wsPosition;
float contribution = 1.0 - length(L) / radius;
return contribution;
}
@ -250,9 +273,9 @@ float getDistBoxToPoint(float3 pt, float3 extents)
return max(max(d.x, d.y), d.z);
}
float defineBoxSpaceInfluence(Surface surface, float4x4 worldToObj, float attenuation)
float defineBoxSpaceInfluence(float3 wsPosition, float4x4 worldToObj, float attenuation)
{
float3 surfPosLS = mul(worldToObj, float4(surface.P, 1.0)).xyz;
float3 surfPosLS = mul(worldToObj, float4(wsPosition, 1.0)).xyz;
float atten = 1.0 - attenuation;
float baseVal = 0.25;
float dist = getDistBoxToPoint(surfPosLS, float3(baseVal, baseVal, baseVal));
@ -262,17 +285,128 @@ float defineBoxSpaceInfluence(Surface surface, float4x4 worldToObj, float attenu
// Box Projected IBL Lighting
// Based on: http://www.gamedev.net/topic/568829-box-projected-cubemap-environment-mapping/
// and https://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/
float3 boxProject(Surface surface, float4x4 worldToObj, float3 bbMin, float3 bbMax, float3 refPosition)
float3 boxProject(float3 wsPosition, float3 wsReflectVec, float4x4 worldToObj, float3 bbMin, float3 bbMax, float3 refPosition)
{
float3 RayLS = mul(worldToObj, float4(surface.R, 0.0)).xyz;
float3 PositionLS = mul(worldToObj, float4(surface.P, 1.0)).xyz;
float3 RayLS = mul(worldToObj, float4(wsReflectVec, 0.0)).xyz;
float3 PositionLS = mul(worldToObj, float4(wsPosition, 1.0)).xyz;
float3 unit = bbMax.xyz - bbMin.xyz;
float3 plane1vec = (unit / 2 - PositionLS) / RayLS;
float3 plane2vec = (-unit / 2 - PositionLS) / RayLS;
float3 furthestPlane = max(plane1vec, plane2vec);
float dist = min(min(furthestPlane.x, furthestPlane.y), furthestPlane.z);
float3 posonbox = surface.P + surface.R * dist;
float3 posonbox = wsPosition + wsReflectVec * dist;
return posonbox - refPosition.xyz;
}
float4 computeForwardProbes(Surface surface,
float cubeMips, float numProbes, float4x4 worldToObjArray[MAX_FORWARD_PROBES], float4 probeConfigData[MAX_FORWARD_PROBES],
float4 inProbePosArray[MAX_FORWARD_PROBES], float4 bbMinArray[MAX_FORWARD_PROBES], float4 bbMaxArray[MAX_FORWARD_PROBES], float4 inRefPosArray[MAX_FORWARD_PROBES],
float hasSkylight, SamplerState skylightIrradMap, TextureCube skylightIrradMapTex, SamplerState skylightSpecularMap, TextureCube skylightSpecularMapTex,
SamplerState BRDFTexture, Texture2D BRDFTextureTex, SamplerState irradianceCubemapAR, TextureCubeArray irradianceCubemapARTex,
SamplerState specularCubemapAR, TextureCubeArray specularCubemapARTex)
{
int i = 0;
float blendFactor[MAX_FORWARD_PROBES];
float blendSum = 0;
float blendFacSum = 0;
float invBlendSum = 0;
float probehits = 0;
//Set up our struct data
float contribution[MAX_FORWARD_PROBES];
for (i = 0; i < numProbes; ++i)
{
contribution[i] = 0;
if (probeConfigData[i].r == 0) //box
{
contribution[i] = defineBoxSpaceInfluence(surface.P, worldToObjArray[i], probeConfigData[i].b);
if (contribution[i] > 0.0)
probehits++;
}
else if (probeConfigData[i].r == 1) //sphere
{
contribution[i] = defineSphereSpaceInfluence(surface.P, inProbePosArray[i].xyz, probeConfigData[i].g);
if (contribution[i] > 0.0)
probehits++;
}
contribution[i] = max(contribution[i], 0);
blendSum += contribution[i];
invBlendSum += (1.0f - contribution[i]);
}
if (probehits > 1.0)
{
for (i = 0; i < numProbes; i++)
{
blendFactor[i] = ((contribution[i] / blendSum)) / probehits;
blendFactor[i] *= ((contribution[i]) / invBlendSum);
blendFactor[i] = saturate(blendFactor[i]);
blendFacSum += blendFactor[i];
}
// Normalize blendVal
if (blendFacSum == 0.0f) // Possible with custom weight
{
blendFacSum = 1.0f;
}
float invBlendSumWeighted = 1.0f / blendFacSum;
for (i = 0; i < numProbes; ++i)
{
blendFactor[i] *= invBlendSumWeighted;
contribution[i] *= blendFactor[i];
//alpha -= contribution[i];
}
}
//else
// alpha -= blendSum;
float3 irradiance = float3(0, 0, 0);
float3 specular = float3(0, 0, 0);
// Radiance (Specular)
float lod = surface.roughness*cubeMips;
float alpha = 1;
for (i = 0; i < numProbes; ++i)
{
float contrib = contribution[i];
if (contrib != 0)
{
int cubemapIdx = probeConfigData[i].a;
float3 dir = boxProject(surface.P, surface.R, worldToObjArray[i], bbMinArray[i].xyz, bbMaxArray[i].xyz, inRefPosArray[i].xyz);
irradiance += irradianceCubemapARTex.SampleLevel(irradianceCubemapAR,float4(dir,cubemapIdx),0).xyz * contrib;
specular += specularCubemapARTex.SampleLevel(specularCubemapAR,float4(dir,cubemapIdx),lod).xyz * contrib;
alpha -= contrib;
}
}
if (hasSkylight && alpha > 0.001)
{
irradiance += skylightIrradMapTex.SampleLevel(skylightIrradMap,surface.R,0).xyz * alpha;
specular += skylightSpecularMapTex.SampleLevel(skylightSpecularMap,surface.R,lod).xyz * alpha;
}
float3 F = FresnelSchlickRoughness(surface.NdotV, surface.f0, surface.roughness);
//energy conservation
float3 kD = 1.0.xxx - F;
kD *= 1.0 - surface.metalness;
//apply brdf
//Do it once to save on texture samples
float2 brdf = BRDFTextureTex.SampleLevel(BRDFTexture,float2(surface.roughness, surface.NdotV),0).xy;
specular *= brdf.x * F + brdf.y;
//final diffuse color
float3 diffuse = kD * irradiance * surface.baseColor.rgb;
float4 finalColor = float4(diffuse + specular * surface.ao, 1.0);
finalColor = float4(irradiance.rgb,1);
return finalColor;
}

View file

@ -15,7 +15,6 @@ uniform float3 eyePosWorld;
//cubemap arrays require all the same size. so shared mips# value
uniform float cubeMips;
#define MAX_PROBES 50
uniform float numProbes;
TORQUE_UNIFORM_SAMPLERCUBEARRAY(specularCubemapAR, 4);
@ -32,7 +31,7 @@ uniform float4 probeConfigData[MAX_PROBES]; //r,g,b/mode,radius,atten
uniform float4 probeContribColors[MAX_PROBES];
#endif
TORQUE_UNIFORM_SAMPLERCUBE(skylightPrefilterMap, 6);
TORQUE_UNIFORM_SAMPLERCUBE(skylightSpecularMap, 6);
TORQUE_UNIFORM_SAMPLERCUBE(skylightIrradMap, 7);
uniform float hasSkylight;
@ -70,13 +69,13 @@ float4 main(PFXVertToPix IN) : SV_TARGET
if (probeConfigData[i].r == 0) //box
{
contribution[i] = defineBoxSpaceInfluence(surface, worldToObjArray[i], probeConfigData[i].b);
contribution[i] = defineBoxSpaceInfluence(surface.P, worldToObjArray[i], probeConfigData[i].b);
if (contribution[i]>0.0)
probehits++;
}
else if (probeConfigData[i].r == 1) //sphere
{
contribution[i] = defineSphereSpaceInfluence(surface, inProbePosArray[i].xyz, probeConfigData[i].g);
contribution[i] = defineSphereSpaceInfluence(surface.P, inProbePosArray[i].xyz, probeConfigData[i].g);
if (contribution[i]>0.0)
probehits++;
}
@ -93,33 +92,33 @@ float4 main(PFXVertToPix IN) : SV_TARGET
// and respect constraint A.
if (probehits>1.0)
{
for (i = 0; i < numProbes; i++)
{
blendFactor[i] = ((contribution[i] / blendSum)) / probehits;
blendFactor[i] *= ((contribution[i]) / invBlendSum);
blendFactor[i] = saturate(blendFactor[i]);
blendFacSum += blendFactor[i];
}
{
for (i = 0; i < numProbes; i++)
{
blendFactor[i] = ((contribution[i] / blendSum)) / probehits;
blendFactor[i] *= ((contribution[i]) / invBlendSum);
blendFactor[i] = saturate(blendFactor[i]);
blendFacSum += blendFactor[i];
}
// Normalize blendVal
#if DEBUGVIZ_ATTENUATION == 0 //this can likely be removed when we fix the above normalization behavior
if (blendFacSum == 0.0f) // Possible with custom weight
{
blendFacSum = 1.0f;
}
if (blendFacSum == 0.0f) // Possible with custom weight
{
blendFacSum = 1.0f;
}
#endif
float invBlendSumWeighted = 1.0f / blendFacSum;
for (i = 0; i < numProbes; ++i)
{
blendFactor[i] *= invBlendSumWeighted;
contribution[i] *= blendFactor[i];
alpha -= contribution[i];
}
}
else
alpha -= blendSum;
float invBlendSumWeighted = 1.0f / blendFacSum;
for (i = 0; i < numProbes; ++i)
{
blendFactor[i] *= invBlendSumWeighted;
contribution[i] *= blendFactor[i];
alpha -= contribution[i];
}
}
else
alpha -= blendSum;
#if DEBUGVIZ_ATTENUATION == 1
float contribAlpha = 1;
@ -164,7 +163,7 @@ float4 main(PFXVertToPix IN) : SV_TARGET
if (contrib != 0)
{
int cubemapIdx = probeConfigData[i].a;
float3 dir = boxProject(surface, worldToObjArray[i], bbMinArray[i].xyz, bbMaxArray[i].xyz, inRefPosArray[i].xyz);
float3 dir = boxProject(surface.P, surface.R, worldToObjArray[i], bbMinArray[i].xyz, bbMaxArray[i].xyz, inRefPosArray[i].xyz);
irradiance += TORQUE_TEXCUBEARRAYLOD(irradianceCubemapAR, dir, cubemapIdx, 0).xyz * contrib;
specular += TORQUE_TEXCUBEARRAYLOD(specularCubemapAR, dir, cubemapIdx, lod).xyz * contrib;
@ -175,7 +174,7 @@ float4 main(PFXVertToPix IN) : SV_TARGET
if (hasSkylight && alpha > 0.001)
{
irradiance += TORQUE_TEXCUBELOD(skylightIrradMap, float4(surface.R, 0)).xyz * alpha;
specular += TORQUE_TEXCUBELOD(skylightPrefilterMap, float4(surface.R, lod)).xyz * alpha;
specular += TORQUE_TEXCUBELOD(skylightSpecularMap, float4(surface.R, lod)).xyz * alpha;
}
#if DEBUGVIZ_SPECCUBEMAP == 1 && DEBUGVIZ_DIFFCUBEMAP == 0