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Merge branch 'MatInstanceViewer' of https://github.com/Areloch/Torque3D into Preview4_0
Fixed up forward IBL Reimplemented old forward light shader code as a baseline so it can be updated to new PBR math
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commit
e5bbd12d4b
19 changed files with 696 additions and 127 deletions
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@ -88,9 +88,121 @@ void compute4Lights( float3 wsView,
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out float4 outDiffuse,
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out float4 outSpecular )
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{
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// NOTE: The light positions and spotlight directions
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// are stored in SoA order, so inLightPos[0] is the
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// x coord for all 4 lights... inLightPos[1] is y... etc.
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//
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// This is the key to fully utilizing the vector units and
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// saving a huge amount of instructions.
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//
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// For example this change saved more than 10 instructions
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// over a simple for loop for each light.
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int i;
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outDiffuse = float4(0,0,0,0);
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outSpecular = float4(0,0,0,0);
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float4 lightVectors[3];
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for ( i = 0; i < 3; i++ )
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lightVectors[i] = wsPosition[i] - inLightPos[i];
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float4 squareDists = 0;
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for ( i = 0; i < 3; i++ )
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squareDists += lightVectors[i] * lightVectors[i];
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// Accumulate the dot product between the light
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// vector and the normal.
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//
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// The normal is negated because it faces away from
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// the surface and the light faces towards the
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// surface... this keeps us from needing to flip
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// the light vector direction which complicates
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// the spot light calculations.
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//
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// We normalize the result a little later.
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//
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float4 nDotL = 0;
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for ( i = 0; i < 3; i++ )
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nDotL += lightVectors[i] * -wsNormal[i];
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float4 rDotL = 0;
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#ifndef TORQUE_BL_NOSPECULAR
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// We're using the Phong specular reflection model
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// here where traditionally Torque has used Blinn-Phong
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// which has proven to be more accurate to real materials.
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//
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// We do so because its cheaper as do not need to
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// calculate the half angle for all 4 lights.
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//
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// Advanced Lighting still uses Blinn-Phong, but the
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// specular reconstruction it does looks fairly similar
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// to this.
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//
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float3 R = reflect( wsView, -wsNormal );
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for ( i = 0; i < 3; i++ )
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rDotL += lightVectors[i] * R[i];
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#endif
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// Normalize the dots.
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//
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// Notice we're using the half type here to get a
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// much faster sqrt via the rsq_pp instruction at
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// the loss of some precision.
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//
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// Unless we have some extremely large point lights
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// i don't believe the precision loss will matter.
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//
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half4 correction = (half4)rsqrt( squareDists );
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nDotL = saturate( nDotL * correction );
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rDotL = clamp( rDotL * correction, 0.00001, 1.0 );
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// First calculate a simple point light linear
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// attenuation factor.
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//
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// If this is a directional light the inverse
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// radius should be greater than the distance
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// causing the attenuation to have no affect.
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//
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float4 atten = saturate( 1.0 - ( squareDists * inLightInvRadiusSq ) );
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#ifndef TORQUE_BL_NOSPOTLIGHT
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// The spotlight attenuation factor. This is really
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// fast for what it does... 6 instructions for 4 spots.
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float4 spotAtten = 0;
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for ( i = 0; i < 3; i++ )
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spotAtten += lightVectors[i] * inLightSpotDir[i];
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float4 cosAngle = ( spotAtten * correction ) - inLightSpotAngle;
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atten *= saturate( cosAngle * inLightSpotFalloff );
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#endif
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// Finally apply the shadow masking on the attenuation.
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atten *= shadowMask;
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// Get the final light intensity.
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float4 intensity = nDotL * atten;
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// Combine the light colors for output.
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outDiffuse = 0;
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for ( i = 0; i < 4; i++ )
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outDiffuse += intensity[i] * inLightColor[i];
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// Output the specular power.
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float4 specularIntensity = pow( rDotL, float4(1,1,1,1) ) * atten;
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// Apply the per-light specular attenuation.
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float4 specular = float4(0,0,0,1);
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for ( i = 0; i < 4; i++ )
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specular += float4( inLightColor[i].rgb * inLightColor[i].a * specularIntensity[i], 1 );
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// Add the final specular intensity values together
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// using a single dot product operation then get the
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// final specular lighting color.
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outSpecular = float4(1,1,1,1) * specular;
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}
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struct Surface
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@ -159,7 +271,7 @@ inline Surface createForwardSurface(float4 baseColor, float3 normal, float4 pbrP
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surface.V = normalize(wsEyePos - surface.P);
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surface.baseColor = baseColor;
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const float minRoughness=1e-4;
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surface.roughness = clamp(1.0 - pbrProperties.b, minRoughness, 1); //t3d uses smoothness, so we convert to roughness.
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surface.roughness = clamp(1.0 - pbrProperties.b, minRoughness, 1.0); //t3d uses smoothness, so we convert to roughness.
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surface.roughness_brdf = surface.roughness * surface.roughness;
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surface.metalness = pbrProperties.a;
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surface.ao = pbrProperties.g;
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@ -302,13 +414,13 @@ float3 boxProject(float3 wsPosition, float3 wsReflectVec, float4x4 worldToObj, f
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}
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float4 computeForwardProbes(Surface surface,
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float cubeMips, float numProbes, float4x4 worldToObjArray[MAX_FORWARD_PROBES], float4 probeConfigData[MAX_FORWARD_PROBES],
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float cubeMips, int numProbes, float4x4 worldToObjArray[MAX_FORWARD_PROBES], float4 probeConfigData[MAX_FORWARD_PROBES],
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float4 inProbePosArray[MAX_FORWARD_PROBES], float4 bbMinArray[MAX_FORWARD_PROBES], float4 bbMaxArray[MAX_FORWARD_PROBES], float4 inRefPosArray[MAX_FORWARD_PROBES],
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float hasSkylight, TORQUE_SAMPLER2D(BRDFTexture),
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TORQUE_SAMPLERCUBE(skylightIrradMap), TORQUE_SAMPLERCUBE(skylightSpecularMap),
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TORQUE_SAMPLERCUBEARRAY(irradianceCubemapAR), TORQUE_SAMPLERCUBEARRAY(specularCubemapAR))
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float skylightCubemapIdx, TORQUE_SAMPLER2D(BRDFTexture),
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TORQUE_SAMPLERCUBEARRAY(irradianceCubemapAR), TORQUE_SAMPLERCUBEARRAY(specularCubemapAR))
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{
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int i = 0;
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int i = 0;
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float alpha = 1;
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float blendFactor[MAX_FORWARD_PROBES];
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float blendSum = 0;
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float blendFacSum = 0;
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@ -332,6 +444,8 @@ float4 computeForwardProbes(Surface surface,
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if (contribution[i] > 0.0)
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probehits++;
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}
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else
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continue;
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contribution[i] = max(contribution[i], 0);
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@ -360,8 +474,43 @@ float4 computeForwardProbes(Surface surface,
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{
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blendFactor[i] *= invBlendSumWeighted;
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contribution[i] *= blendFactor[i];
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alpha -= contribution[i];
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}
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}
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else
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alpha -= blendSum;
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#if DEBUGVIZ_ATTENUATION == 1
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float contribAlpha = 1;
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for (i = 0; i < numProbes; ++i)
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{
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contribAlpha -= contribution[i];
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}
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return float4(1 - contribAlpha, 1 - contribAlpha, 1 - contribAlpha, 1);
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#endif
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#if DEBUGVIZ_CONTRIB == 1
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float3 probeContribColors[4];
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probeContribColors[0] = float3(1,0,0);
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probeContribColors[1] = float3(0,1,0);
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probeContribColors[2] = float3(0,0,1);
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probeContribColors[3] = float3(1,1,0);
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float3 finalContribColor = float3(0, 0, 0);
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float contribAlpha = 1;
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for (i = 0; i < numProbes; ++i)
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{
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finalContribColor += contribution[i] *probeContribColors[i].rgb;
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contribAlpha -= contribution[i];
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}
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//Skylight coloration for anything not covered by probes above
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if(skylightCubemapIdx != -1)
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finalContribColor += float3(0.3, 0.3, 0.3) * contribAlpha;
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return float4(finalContribColor, 1);
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#endif
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float3 irradiance = float3(0, 0, 0);
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float3 specular = float3(0, 0, 0);
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@ -369,7 +518,6 @@ float4 computeForwardProbes(Surface surface,
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// Radiance (Specular)
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float lod = surface.roughness*cubeMips;
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float alpha = 1;
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for (i = 0; i < numProbes; ++i)
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{
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float contrib = contribution[i];
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@ -384,10 +532,10 @@ float4 computeForwardProbes(Surface surface,
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}
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}
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if (hasSkylight && alpha > 0.001)
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if(skylightCubemapIdx != -1 && alpha >= 0.001)
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{
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irradiance += TORQUE_TEXCUBELOD(skylightIrradMap, float4(surface.R, 0)).xyz;
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specular = TORQUE_TEXCUBELOD(skylightSpecularMap, float4(surface.R, lod)).xyz;
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irradiance += TORQUE_TEXCUBEARRAYLOD(irradianceCubemapAR, surface.R, skylightCubemapIdx, 0).xyz * alpha;
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specular += TORQUE_TEXCUBEARRAYLOD(specularCubemapAR, surface.R, skylightCubemapIdx, lod).xyz * alpha;
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}
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float3 F = FresnelSchlickRoughness(surface.NdotV, surface.f0, surface.roughness);
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@ -403,7 +551,7 @@ float4 computeForwardProbes(Surface surface,
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//final diffuse color
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float3 diffuse = kD * irradiance * surface.baseColor.rgb;
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float4 finalColor = float4(diffuse + specular, 1);
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//finalColor.rgb += abs(surface.N);
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float4 finalColor = float4(diffuse + specular * surface.ao, 1.0);
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return finalColor;
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}
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