gl conversionwork - forward lit variant. do note, crashs with

`Engine\source\gfx\gfxDevice.cpp(837,0): {Fatal} - GFXDevice::setTexture - out of range stage! -1>16` though the shaders themselves are now in a compling state (ostensibly)
This commit is contained in:
AzaezelX 2019-04-28 06:24:19 -05:00
parent 404cb929c1
commit d2a01ece03
5 changed files with 256 additions and 52 deletions

View file

@ -2870,3 +2870,214 @@ void HardwareSkinningFeatureGLSL::processVert(Vector<ShaderComponent*> &componen
output = meta;
}
//****************************************************************************
// ReflectionProbeFeatHLSL
//****************************************************************************
ReflectionProbeFeatGLSL::ReflectionProbeFeatGLSL()
: mDep(ShaderGen::smCommonShaderPath + String("/gl/lighting.glsl"))
{
addDependency(&mDep);
}
void ReflectionProbeFeatGLSL::processPix(Vector<ShaderComponent*>& componentList,
const MaterialFeatureData& fd)
{
// Skip out on realtime lighting if we don't have a normal
// or we're doing some sort of baked lighting.
//
// TODO: We can totally detect for this in the material
// feature setup... we should move it out of here!
//
if (fd.features[MFT_LightMap] || fd.features[MFT_ToneMap] || fd.features[MFT_VertLit])
return;
ShaderConnector * connectComp = dynamic_cast<ShaderConnector*>(componentList[C_CONNECTOR]);
MultiLine * meta = new MultiLine;
// Now the wsPosition and wsView.
Var * wsPosition = getInWsPosition(componentList);
Var * wsView = getWsView(wsPosition, meta);
Var * albedo = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));
//Reflection Probe WIP
U32 MAX_FORWARD_PROBES = 4;
Var * numProbes = new Var("numProbes", "float");
numProbes->uniform = true;
numProbes->constSortPos = cspPotentialPrimitive;
Var * cubeMips = new Var("cubeMips", "float");
cubeMips->uniform = true;
cubeMips->constSortPos = cspPotentialPrimitive;
Var * hasSkylight = new Var("hasSkylight", "float");
hasSkylight->uniform = true;
hasSkylight->constSortPos = cspPotentialPrimitive;
Var * inProbePosArray = new Var("inProbePosArray", "vec4");
inProbePosArray->arraySize = MAX_FORWARD_PROBES;
inProbePosArray->uniform = true;
inProbePosArray->constSortPos = cspPotentialPrimitive;
Var * inRefPosArray = new Var("inRefPosArray", "vec4");
inRefPosArray->arraySize = MAX_FORWARD_PROBES;
inRefPosArray->uniform = true;
inRefPosArray->constSortPos = cspPotentialPrimitive;
Var * bbMinArray = new Var("inProbeBoxMin", "vec4");
bbMinArray->arraySize = MAX_FORWARD_PROBES;
bbMinArray->uniform = true;
bbMinArray->constSortPos = cspPotentialPrimitive;
Var * bbMaxArray = new Var("inProbeBoxMax", "vec4");
bbMaxArray->arraySize = MAX_FORWARD_PROBES;
bbMaxArray->uniform = true;
bbMaxArray->constSortPos = cspPotentialPrimitive;
Var * probeConfigData = new Var("probeConfigData", "vec4");
probeConfigData->arraySize = MAX_FORWARD_PROBES;
probeConfigData->uniform = true;
probeConfigData->constSortPos = cspPotentialPrimitive;
Var * worldToObjArray = new Var("worldToObjArray", "mat4x4");
worldToObjArray->arraySize = MAX_FORWARD_PROBES;
worldToObjArray->uniform = true;
worldToObjArray->constSortPos = cspPotentialPrimitive;
// create texture var
Var* BRDFTexture = new Var;
BRDFTexture->setType("sampler2D");
BRDFTexture->setName("BRDFTexture");
BRDFTexture->uniform = true;
BRDFTexture->sampler = true;
BRDFTexture->constNum = Var::getTexUnitNum(); // used as texture unit num here
Var * specularCubemapAR = new Var("specularCubemapAR", "samplerCubeArray");
specularCubemapAR->uniform = true;
specularCubemapAR->sampler = true;
specularCubemapAR->constNum = Var::getTexUnitNum();
Var * irradianceCubemapAR = new Var("irradianceCubemapAR", "samplerCubeArray");
irradianceCubemapAR->uniform = true;
irradianceCubemapAR->sampler = true;
irradianceCubemapAR->constNum = Var::getTexUnitNum();
Var * skylightSpecularMap = new Var("skylightSpecularMap", "samplerCube");
skylightSpecularMap->uniform = true;
skylightSpecularMap->sampler = true;
skylightSpecularMap->constNum = Var::getTexUnitNum();
Var * skylightIrradMap = new Var("skylightIrradMap", "samplerCube");
skylightIrradMap->uniform = true;
skylightIrradMap->sampler = true;
skylightIrradMap->constNum = Var::getTexUnitNum();
Var * inTex = getInTexCoord("texCoord", "vec2", componentList);
if (!inTex)
return;
Var * diffuseColor = (Var*)LangElement::find("diffuseColor");
if (!diffuseColor)
{
diffuseColor = new Var;
diffuseColor->setType("vec4");
diffuseColor->setName("diffuseColor");
LangElement* colorDecl = new DecOp(diffuseColor);
meta->addStatement(new GenOp(" @ = vec4(1.0,1.0,1.0,1.0);\r\n", colorDecl)); //default to flat white
}
Var* matinfo = (Var*)LangElement::find("specularColor");
if (!matinfo)
{
Var* metalness = (Var*)LangElement::find("metalness");
if (!metalness)
{
metalness = new Var("metalness", "float");
metalness->uniform = true;
metalness->constSortPos = cspPotentialPrimitive;
}
Var* smoothness = (Var*)LangElement::find("smoothness");
if (!smoothness)
{
smoothness = new Var("smoothness", "float");
smoothness->uniform = true;
smoothness->constSortPos = cspPotentialPrimitive;
}
matinfo = new Var("specularColor", "vec4");
LangElement* colorDecl = new DecOp(matinfo);
meta->addStatement(new GenOp(" @ = vec4(0.0,1.0,@,@);\r\n", colorDecl, smoothness, metalness)); //reconstruct matinfo, no ao darkening
}
Var* bumpNormal = (Var*)LangElement::find("bumpNormal");
if (!bumpNormal)
{
bumpNormal = new Var("bumpNormal", "vec4");
LangElement* colorDecl = new DecOp(bumpNormal);
meta->addStatement(new GenOp(" @ = vec4(1.0,0.0,0.0,0.0);\r\n", colorDecl)); //default to identity normal
}
Var* wsEyePos = (Var*)LangElement::find("eyePosWorld");
Var* worldToCamera = (Var*)LangElement::find("worldToCamera");
if (!worldToCamera)
{
worldToCamera = new Var;
worldToCamera->setType("mat4x4");
worldToCamera->setName("worldToCamera");
worldToCamera->uniform = true;
worldToCamera->constSortPos = cspPass;
}
//Reflection vec
Var* surface = new Var("surface", "Surface");
meta->addStatement(new GenOp(" @ = createForwardSurface(@,@,@,@,@,@,@,@);\r\n\n", new DecOp(surface), diffuseColor, bumpNormal, matinfo,
inTex, wsPosition, wsEyePos, wsView, worldToCamera));
String computeForwardProbes = String::String(" @.rgb += computeForwardProbes(@,@,@,@,@,@,@,@,@,\r\n\t\t");
computeForwardProbes += String::String("@,@,\r\n\t\t");
computeForwardProbes += String::String("@, @, \r\n\t\t");
computeForwardProbes += String::String("@,@).rgb; \r\n");
meta->addStatement(new GenOp(computeForwardProbes.c_str(), albedo, surface, cubeMips, numProbes, worldToObjArray, probeConfigData, inProbePosArray, bbMinArray, bbMaxArray, inRefPosArray,
hasSkylight, BRDFTexture,
skylightIrradMap, skylightSpecularMap,
irradianceCubemapAR, specularCubemapAR));
output = meta;
}
ShaderFeature::Resources ReflectionProbeFeatGLSL::getResources(const MaterialFeatureData& fd)
{
Resources res;
res.numTex = 5;
res.numTexReg = 5;
return res;
}
void ReflectionProbeFeatGLSL::setTexData(Material::StageData& stageDat,
const MaterialFeatureData& stageFeatures,
RenderPassData& passData,
U32& texIndex)
{
if (stageFeatures.features[MFT_ReflectionProbes])
{
passData.mSamplerNames[texIndex] = "BRDFTexture";
passData.mTexType[texIndex++] = Material::Standard;
// assuming here that it is a scenegraph cubemap
passData.mSamplerNames[texIndex] = "specularCubemapAR";
passData.mTexType[texIndex++] = Material::SGCube;
passData.mSamplerNames[texIndex] = "irradianceCubemapAR";
passData.mTexType[texIndex++] = Material::SGCube;
passData.mSamplerNames[texIndex] = "skylightSpecularMap";
passData.mTexType[texIndex++] = Material::SGCube;
passData.mSamplerNames[texIndex] = "skylightIrradMap";
passData.mTexType[texIndex++] = Material::SGCube;
}
}

View file

@ -673,22 +673,22 @@ public:
/// Reflection Probes
class ReflectionProbeFeatGLSL : public ShaderFeatureGLSL
{
protected:
ShaderIncludeDependency mDep;
public:
virtual void processVert(Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd) {}
ReflectionProbeFeatGLSL();
virtual void processPix(Vector<ShaderComponent*>& componentList,
const MaterialFeatureData& fd);
virtual void processPix(Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd) {}
virtual Resources getResources(const MaterialFeatureData &fd) {
return Resources();
}
virtual Resources getResources(const MaterialFeatureData& fd);
// Sets textures and texture flags for current pass
virtual void setTexData(Material::StageData &stageDat,
const MaterialFeatureData &fd,
RenderPassData &passData,
U32 &texIndex) {}
virtual void setTexData(Material::StageData& stageDat,
const MaterialFeatureData& fd,
RenderPassData& passData,
U32& texIndex);
virtual String getName()
{

View file

@ -2944,7 +2944,7 @@ void HardwareSkinningFeatureHLSL::processVert( Vector<ShaderComponent*> &compo
//****************************************************************************
ReflectionProbeFeatHLSL::ReflectionProbeFeatHLSL()
: mDep(String(Con::getVariable("$Core::CommonShaderPath")) + String("/lighting.hlsl"))
: mDep(ShaderGen::smCommonShaderPath + String("/lighting.hlsl"))
{
addDependency(&mDep);
}
@ -2964,27 +2964,7 @@ void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>(componentList[C_CONNECTOR]);
MultiLine *meta = new MultiLine;
// Look for a wsNormal or grab it from the connector.
/*Var *wsNormal = (Var*)LangElement::find("wsNormal");
if (!wsNormal)
{
wsNormal = connectComp->getElement(RT_TEXCOORD);
wsNormal->setName("wsNormal");
wsNormal->setStructName("IN");
wsNormal->setType("float3");
// If we loaded the normal its our responsibility
// to normalize it... the interpolators won't.
//
// Note we cast to half here to get partial precision
// optimized code which is an acceptable loss of
// precision for normals and performs much better
// on older Geforce cards.
//
meta->addStatement(new GenOp(" @ = normalize( half3( @ ) );\r\n", wsNormal, wsNormal));
}*/
// Now the wsPosition and wsView.
Var *wsPosition = getInWsPosition(componentList);
Var *wsView = getWsView(wsPosition, meta);

View file

@ -143,6 +143,26 @@ Surface createSurface(vec4 normDepth, sampler2D colorBuffer, sampler2D matInfoBu
return surface;
}
Surface createForwardSurface(vec4 baseColor, vec4 normal, vec4 pbrProperties, in vec2 uv, in vec3 wsPosition, in vec3 wsEyePos, in vec3 wsEyeRay, in mat4x4 invView)
{
Surface surface;// = Surface();
surface.depth = 0;
surface.P = wsPosition;
surface.N = tMul(invView, vec4(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
{
vec3 L; // surface to light vector
@ -312,15 +332,13 @@ vec3 boxProject(vec3 wsPosition, vec3 wsReflectVec, mat4 worldToObj, vec3 bbMin,
return posonbox - refPosition.xyz;
}
/*vec4 computeForwardProbes(Surface surface,
float cubeMips, float numProbes, mat4 worldToObjArray[MAX_FORWARD_PROBES], vec4 probeConfigData[MAX_FORWARD_PROBES],
vec4 computeForwardProbes(Surface surface,
float cubeMips, float numProbes, mat4x4 worldToObjArray[MAX_FORWARD_PROBES], vec4 probeConfigData[MAX_FORWARD_PROBES],
vec4 inProbePosArray[MAX_FORWARD_PROBES], vec4 bbMinArray[MAX_FORWARD_PROBES], vec4 bbMaxArray[MAX_FORWARD_PROBES], vec4 inRefPosArray[MAX_FORWARD_PROBES],
float hasSkylight, samplerCube skylightIrradMap, samplerCube skylightSpecularMap,
sampler2D BRDFTexture, samplerCubeArray irradianceCubemapAR,
samplerCubeArray specularCubemapAR)
float hasSkylight, sampler2D BRDFTexture,
samplerCube skylightIrradMap, samplerCube skylightSpecularMap,
samplerCubeArray irradianceCubemapAR, samplerCubeArray specularCubemapAR)
{
return vec4(0,0,0,1);
int i = 0;
float blendFactor[MAX_FORWARD_PROBES];
float blendSum = 0;
@ -373,11 +391,8 @@ vec3 boxProject(vec3 wsPosition, vec3 wsReflectVec, mat4 worldToObj, vec3 bbMin,
{
blendFactor[i] *= invBlendSumWeighted;
contribution[i] *= blendFactor[i];
//alpha -= contribution[i];
}
}
//else
// alpha -= blendSum;
vec3 irradiance = vec3(0, 0, 0);
vec3 specular = vec3(0, 0, 0);
@ -385,13 +400,14 @@ vec3 boxProject(vec3 wsPosition, vec3 wsReflectVec, mat4 worldToObj, vec3 bbMin,
// Radiance (Specular)
float lod = surface.roughness*cubeMips;
float alpha = 1;
//1
float alpha = 1.0f;
for (i = 0; i < numProbes; ++i)
{
float contrib = contribution[i];
if (contrib != 0)
{
int cubemapIdx = probeConfigData[i].a;
int cubemapIdx = int(probeConfigData[i].a);
vec3 dir = boxProject(surface.P, surface.R, worldToObjArray[i], bbMinArray[i].xyz, bbMaxArray[i].xyz, inRefPosArray[i].xyz);
irradiance += textureLod(irradianceCubemapAR, vec4(dir, cubemapIdx), 0).xyz * contrib;
@ -409,12 +425,12 @@ vec3 boxProject(vec3 wsPosition, vec3 wsReflectVec, mat4 worldToObj, vec3 bbMin,
vec3 F = FresnelSchlickRoughness(surface.NdotV, surface.f0, surface.roughness);
//energy conservation
vec3 kD = 1.0.xxx - F;
vec3 kD = vec3(1.0,1.0,1.0) - F;
kD *= 1.0 - surface.metalness;
//apply brdf
//Do it once to save on texture samples
vec2 brdf = texture(BRDFTexture, vec2(surface.roughness, surface.NdotV)).xy;
vec2 brdf = textureLod(BRDFTexture, vec2(surface.roughness, surface.NdotV),0).xy;
specular *= brdf.x * F + brdf.y;
//final diffuse color
@ -423,4 +439,4 @@ vec3 boxProject(vec3 wsPosition, vec3 wsReflectVec, mat4 worldToObj, vec3 bbMin,
finalColor = vec4(irradiance.rgb,1);
return finalColor;
}*/
}

View file

@ -118,11 +118,8 @@ void main()
{
blendFactor[i] *= invBlendSumWeighted;
contribution[i] *= blendFactor[i];
alpha -= contribution[i];
}
}
else
alpha -= blendSum;
#if DEBUGVIZ_ATTENUATION == 1
float contribAlpha = 1;