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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-28 11:03:49 +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)
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404cb929c1
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5 changed files with 256 additions and 52 deletions
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@ -2870,3 +2870,214 @@ void HardwareSkinningFeatureGLSL::processVert(Vector<ShaderComponent*> &componen
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output = meta;
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}
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//****************************************************************************
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// ReflectionProbeFeatHLSL
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//****************************************************************************
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ReflectionProbeFeatGLSL::ReflectionProbeFeatGLSL()
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: mDep(ShaderGen::smCommonShaderPath + String("/gl/lighting.glsl"))
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{
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addDependency(&mDep);
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}
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void ReflectionProbeFeatGLSL::processPix(Vector<ShaderComponent*>& componentList,
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const MaterialFeatureData& fd)
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{
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// Skip out on realtime lighting if we don't have a normal
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// or we're doing some sort of baked lighting.
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//
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// TODO: We can totally detect for this in the material
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// feature setup... we should move it out of here!
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//
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if (fd.features[MFT_LightMap] || fd.features[MFT_ToneMap] || fd.features[MFT_VertLit])
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return;
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ShaderConnector * connectComp = dynamic_cast<ShaderConnector*>(componentList[C_CONNECTOR]);
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MultiLine * meta = new MultiLine;
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// Now the wsPosition and wsView.
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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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Var * numProbes = new Var("numProbes", "float");
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numProbes->uniform = true;
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numProbes->constSortPos = cspPotentialPrimitive;
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Var * cubeMips = new Var("cubeMips", "float");
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cubeMips->uniform = true;
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cubeMips->constSortPos = cspPotentialPrimitive;
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Var * hasSkylight = new Var("hasSkylight", "float");
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hasSkylight->uniform = true;
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hasSkylight->constSortPos = cspPotentialPrimitive;
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Var * inProbePosArray = new Var("inProbePosArray", "vec4");
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inProbePosArray->arraySize = MAX_FORWARD_PROBES;
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inProbePosArray->uniform = true;
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inProbePosArray->constSortPos = cspPotentialPrimitive;
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Var * inRefPosArray = new Var("inRefPosArray", "vec4");
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inRefPosArray->arraySize = MAX_FORWARD_PROBES;
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inRefPosArray->uniform = true;
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inRefPosArray->constSortPos = cspPotentialPrimitive;
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Var * bbMinArray = new Var("inProbeBoxMin", "vec4");
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bbMinArray->arraySize = MAX_FORWARD_PROBES;
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bbMinArray->uniform = true;
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bbMinArray->constSortPos = cspPotentialPrimitive;
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Var * bbMaxArray = new Var("inProbeBoxMax", "vec4");
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bbMaxArray->arraySize = MAX_FORWARD_PROBES;
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bbMaxArray->uniform = true;
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bbMaxArray->constSortPos = cspPotentialPrimitive;
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Var * probeConfigData = new Var("probeConfigData", "vec4");
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probeConfigData->arraySize = MAX_FORWARD_PROBES;
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probeConfigData->uniform = true;
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probeConfigData->constSortPos = cspPotentialPrimitive;
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Var * worldToObjArray = new Var("worldToObjArray", "mat4x4");
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worldToObjArray->arraySize = MAX_FORWARD_PROBES;
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worldToObjArray->uniform = true;
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worldToObjArray->constSortPos = cspPotentialPrimitive;
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// create texture var
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Var* BRDFTexture = new Var;
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BRDFTexture->setType("sampler2D");
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BRDFTexture->setName("BRDFTexture");
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BRDFTexture->uniform = true;
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BRDFTexture->sampler = true;
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BRDFTexture->constNum = Var::getTexUnitNum(); // used as texture unit num here
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Var * specularCubemapAR = new Var("specularCubemapAR", "samplerCubeArray");
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specularCubemapAR->uniform = true;
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specularCubemapAR->sampler = true;
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specularCubemapAR->constNum = Var::getTexUnitNum();
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Var * irradianceCubemapAR = new Var("irradianceCubemapAR", "samplerCubeArray");
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irradianceCubemapAR->uniform = true;
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irradianceCubemapAR->sampler = true;
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irradianceCubemapAR->constNum = Var::getTexUnitNum();
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Var * skylightSpecularMap = new Var("skylightSpecularMap", "samplerCube");
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skylightSpecularMap->uniform = true;
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skylightSpecularMap->sampler = true;
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skylightSpecularMap->constNum = Var::getTexUnitNum();
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Var * skylightIrradMap = new Var("skylightIrradMap", "samplerCube");
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skylightIrradMap->uniform = true;
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skylightIrradMap->sampler = true;
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skylightIrradMap->constNum = Var::getTexUnitNum();
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Var * inTex = getInTexCoord("texCoord", "vec2", 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("vec4");
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diffuseColor->setName("diffuseColor");
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LangElement* colorDecl = new DecOp(diffuseColor);
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meta->addStatement(new GenOp(" @ = vec4(1.0,1.0,1.0,1.0);\r\n", colorDecl)); //default to flat white
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}
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Var* matinfo = (Var*)LangElement::find("specularColor");
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if (!matinfo)
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{
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Var* metalness = (Var*)LangElement::find("metalness");
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if (!metalness)
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{
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metalness = new Var("metalness", "float");
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metalness->uniform = true;
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metalness->constSortPos = cspPotentialPrimitive;
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}
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Var* smoothness = (Var*)LangElement::find("smoothness");
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if (!smoothness)
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{
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smoothness = new Var("smoothness", "float");
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smoothness->uniform = true;
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smoothness->constSortPos = cspPotentialPrimitive;
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}
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matinfo = new Var("specularColor", "vec4");
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LangElement* colorDecl = new DecOp(matinfo);
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meta->addStatement(new GenOp(" @ = vec4(0.0,1.0,@,@);\r\n", colorDecl, smoothness, metalness)); //reconstruct matinfo, no ao darkening
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}
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Var* bumpNormal = (Var*)LangElement::find("bumpNormal");
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if (!bumpNormal)
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{
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bumpNormal = new Var("bumpNormal", "vec4");
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LangElement* colorDecl = new DecOp(bumpNormal);
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meta->addStatement(new GenOp(" @ = vec4(1.0,0.0,0.0,0.0);\r\n", colorDecl)); //default to identity normal
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}
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Var* wsEyePos = (Var*)LangElement::find("eyePosWorld");
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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("mat4x4");
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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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//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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inTex, wsPosition, wsEyePos, wsView, worldToCamera));
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String computeForwardProbes = String::String(" @.rgb += computeForwardProbes(@,@,@,@,@,@,@,@,@,\r\n\t\t");
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computeForwardProbes += String::String("@,@,\r\n\t\t");
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computeForwardProbes += String::String("@, @, \r\n\t\t");
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computeForwardProbes += String::String("@,@).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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hasSkylight, BRDFTexture,
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skylightIrradMap, skylightSpecularMap,
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irradianceCubemapAR, specularCubemapAR));
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output = meta;
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}
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ShaderFeature::Resources ReflectionProbeFeatGLSL::getResources(const MaterialFeatureData& fd)
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{
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Resources res;
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res.numTex = 5;
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res.numTexReg = 5;
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return res;
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}
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void ReflectionProbeFeatGLSL::setTexData(Material::StageData& stageDat,
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const MaterialFeatureData& stageFeatures,
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RenderPassData& passData,
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U32& texIndex)
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{
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if (stageFeatures.features[MFT_ReflectionProbes])
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{
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passData.mSamplerNames[texIndex] = "BRDFTexture";
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passData.mTexType[texIndex++] = Material::Standard;
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// assuming here that it is a scenegraph cubemap
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passData.mSamplerNames[texIndex] = "specularCubemapAR";
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passData.mTexType[texIndex++] = Material::SGCube;
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passData.mSamplerNames[texIndex] = "irradianceCubemapAR";
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passData.mTexType[texIndex++] = Material::SGCube;
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passData.mSamplerNames[texIndex] = "skylightSpecularMap";
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passData.mTexType[texIndex++] = Material::SGCube;
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passData.mSamplerNames[texIndex] = "skylightIrradMap";
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passData.mTexType[texIndex++] = Material::SGCube;
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}
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}
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