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https://github.com/TorqueGameEngines/Torque3D.git
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shifted forward lit probe lighting to pre-rt lighting in keeping with the deferred methodologies. in diong so, also needed to add a vertex feature for in/out tangent space normals detection. also in keeping with the fact we sample the deferred albedo result-buffer, fed the createForwardSurface the output target so that can take color multiplication et al instead of just raw albedo
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4 changed files with 22 additions and 35 deletions
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@ -2949,6 +2949,17 @@ ReflectionProbeFeatHLSL::ReflectionProbeFeatHLSL()
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addDependency(&mDep);
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}
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void ReflectionProbeFeatHLSL::processVert(Vector<ShaderComponent*>& componentList,
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const MaterialFeatureData& fd)
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{
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MultiLine* meta = new MultiLine;
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output = meta;
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// Also output the worldToTanget transform which
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// we use to create the world space normal.
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getOutWorldToTangent(componentList, meta, fd);
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}
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void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd)
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{
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@ -2969,8 +2980,6 @@ void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList
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Var *wsPosition = getInWsPosition(componentList);
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Var *wsView = getWsView(wsPosition, meta);
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Var *albedo = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));
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//Reflection Probe WIP
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U32 MAX_FORWARD_PROBES = 4;
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@ -3070,15 +3079,7 @@ void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList
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if (!inTex)
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return;
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Var *diffuseColor = (Var*)LangElement::find("diffuseColor");
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if (!diffuseColor)
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{
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diffuseColor = new Var;
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diffuseColor->setType("float4");
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diffuseColor->setName("diffuseColor");
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LangElement* colorDecl = new DecOp(diffuseColor);
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meta->addStatement(new GenOp(" @ = float4(1.0,1.0,1.0,1.0);\r\n", colorDecl)); //default to flat white
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}
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Var *diffuseColor = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));
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Var *matinfo = (Var*)LangElement::find("specularColor");
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if (!matinfo)
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@ -3114,30 +3115,18 @@ void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList
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Var *wsEyePos = (Var*)LangElement::find("eyePosWorld");
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Var *worldToTangent = (Var*)LangElement::find("worldToTangent");
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if (!worldToTangent)
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return;
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/*Var *worldToCamera = (Var*)LangElement::find("worldToCamera");
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if (!worldToCamera)
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{
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worldToCamera = new Var;
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worldToCamera->setType("float4x4");
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worldToCamera->setName("worldToCamera");
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worldToCamera->uniform = true;
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worldToCamera->constSortPos = cspPass;
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}*/
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Var *worldToTangent = getInWorldToTangent(componentList);
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//Reflection vec
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Var *surface = new Var("surface", "Surface");
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meta->addStatement(new GenOp(" @ = createForwardSurface(@,@,@,@,@,@,@,@);\r\n\n", new DecOp(surface), diffuseColor, bumpNormal, matinfo,
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meta->addStatement(new GenOp(" @ = createForwardSurface(@,@,@,@,@,@,@,float3x3(@));\r\n\n", new DecOp(surface), diffuseColor, bumpNormal, matinfo,
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inTex, wsPosition, wsEyePos, wsView, worldToTangent));
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String computeForwardProbes = String::String(" @.rgb = computeForwardProbes(@,@,@,@,@,@,@,@,@,\r\n\t\t");
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computeForwardProbes += String::String("@,TORQUE_SAMPLER2D_MAKEARG(@),\r\n\t\t");
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computeForwardProbes += String::String("TORQUE_SAMPLERCUBE_MAKEARG(@), TORQUE_SAMPLERCUBE_MAKEARG(@), \r\n\t\t");
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computeForwardProbes += String::String("TORQUE_SAMPLERCUBEARRAY_MAKEARG(@),TORQUE_SAMPLERCUBEARRAY_MAKEARG(@)).rgb; \r\n");
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meta->addStatement(new GenOp(computeForwardProbes.c_str(), albedo, surface, cubeMips, numProbes, worldToObjArray, probeConfigData, inProbePosArray, bbMinArray, bbMaxArray, inRefPosArray,
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meta->addStatement(new GenOp(computeForwardProbes.c_str(), diffuseColor, surface, cubeMips, numProbes, worldToObjArray, probeConfigData, inProbePosArray, bbMinArray, bbMaxArray, inRefPosArray,
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hasSkylight, BRDFTexture,
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skylightIrradMap, skylightSpecularMap,
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irradianceCubemapAR, specularCubemapAR));
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