mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
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:
parent
404cb929c1
commit
d2a01ece03
|
|
@ -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;
|
||||
}
|
||||
}
|
||||
|
|
@ -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()
|
||||
{
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
}*/
|
||||
}
|
||||
|
|
@ -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;
|
||||
|
|
|
|||
Loading…
Reference in a new issue