mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-28 11:03:49 +00:00
Corrected probe init'ing so they don't fight for the cubemap idx order
Also correct deleting behavior so it updates indicies when a probe is removed Updated forward lighting to utilize the same math as deferred
This commit is contained in:
parent
a2aa241c92
commit
e87dc787ee
18 changed files with 426 additions and 375 deletions
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@ -818,6 +818,74 @@ Var* ShaderFeatureHLSL::addOutDetailTexCoord( Vector<ShaderComponent*> &compon
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return outTex;
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}
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Var* ShaderFeatureHLSL::getSurface(Vector<ShaderComponent*>& componentList, MultiLine* meta)
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{
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ShaderConnector* connectComp = dynamic_cast<ShaderConnector*>(componentList[C_CONNECTOR]);
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Var* diffuseColor = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));
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Var* matinfo = (Var*)LangElement::find("PBRConfig");
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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("PBRConfig", "float4");
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LangElement* colorDecl = new DecOp(matinfo);
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meta->addStatement(new GenOp(" @ = float4(0.0,1.0,@,@);\r\n", colorDecl, smoothness, metalness)); //reconstruct matinfo, no ao darkening
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}
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Var* inTex = getInTexCoord("texCoord", "float2", componentList);
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if (!inTex)
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return nullptr;
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Var* wsNormal = (Var*)LangElement::find("wsNormal");
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if (!wsNormal)
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{
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wsNormal = connectComp->getElement(RT_TEXCOORD);
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wsNormal->setName("wsNormal");
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wsNormal->setStructName("IN");
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wsNormal->setType("float3");
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// If we loaded the normal its our responsibility
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// to normalize it... the interpolators won't.
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//
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// Note we cast to half here to get partial precision
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// optimized code which is an acceptable loss of
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// precision for normals and performs much better
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// on older Geforce cards.
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//
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meta->addStatement(new GenOp(" @ = normalize( half3( @ ) );\r\n", wsNormal, wsNormal));
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}
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Var* wsEyePos = (Var*)LangElement::find("eyePosWorld");
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Var* wsPosition = getInWsPosition(componentList);
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Var* wsView = getWsView(wsPosition, meta);
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Var* surface = (Var*)LangElement::find("surface");
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if (!surface)
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{
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surface = new Var("surface", "Surface");
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meta->addStatement(new GenOp(" @ = createForwardSurface(@,@,@,@,@,@,@);\r\n\n", new DecOp(surface), diffuseColor, wsNormal, matinfo,
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inTex, wsPosition, wsEyePos, wsView));
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}
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return surface;
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}
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//****************************************************************************
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// Base Texture
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//****************************************************************************
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@ -2157,10 +2225,10 @@ void RTLightingFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
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Var *wsView = getWsView( wsPosition, meta );
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// Create temporaries to hold results of lighting.
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Var *rtShading = new Var( "rtShading", "float4" );
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Var *specular = new Var( "specular", "float4" );
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meta->addStatement( new GenOp( " @; @;\r\n",
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new DecOp( rtShading ), new DecOp( specular ) ) );
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//Var *rtShading = new Var( "rtShading", "float4" );
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//Var *specular = new Var( "specular", "float4" );
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//meta->addStatement( new GenOp( " @; @;\r\n",
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// new DecOp( rtShading ), new DecOp( specular ) ) );
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// Look for a light mask generated from a previous
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// feature (this is done for BL terrain lightmaps).
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@ -2171,12 +2239,13 @@ void RTLightingFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
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// Get all the light constants.
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Var *inLightPos = new Var( "inLightPos", "float4" );
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inLightPos->uniform = true;
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inLightPos->arraySize = 3;
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inLightPos->arraySize = 4;
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inLightPos->constSortPos = cspPotentialPrimitive;
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Var *inLightInvRadiusSq = new Var( "inLightInvRadiusSq", "float4" );
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inLightInvRadiusSq->uniform = true;
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inLightInvRadiusSq->constSortPos = cspPotentialPrimitive;
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Var * inLightConfigData = new Var( "inLightConfigData", "float4" );
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inLightConfigData->uniform = true;
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inLightConfigData->arraySize = 4;
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inLightConfigData->constSortPos = cspPotentialPrimitive;
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Var *inLightColor = new Var( "inLightColor", "float4" );
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inLightColor->uniform = true;
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@ -2185,19 +2254,23 @@ void RTLightingFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
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Var *inLightSpotDir = new Var( "inLightSpotDir", "float4" );
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inLightSpotDir->uniform = true;
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inLightSpotDir->arraySize = 3;
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inLightSpotDir->arraySize = 4;
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inLightSpotDir->constSortPos = cspPotentialPrimitive;
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Var *inLightSpotAngle = new Var( "inLightSpotAngle", "float4" );
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inLightSpotAngle->uniform = true;
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inLightSpotAngle->constSortPos = cspPotentialPrimitive;
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Var * lightSpotParams = new Var( "lightSpotParams", "float4" );
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lightSpotParams->uniform = true;
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lightSpotParams->arraySize = 4;
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lightSpotParams->constSortPos = cspPotentialPrimitive;
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Var *lightSpotFalloff = new Var( "inLightSpotFalloff", "float4" );
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lightSpotFalloff->uniform = true;
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lightSpotFalloff->constSortPos = cspPotentialPrimitive;
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Var* surface = getSurface(componentList, meta);
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if (!surface)
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{
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Con::errorf("ShaderGen::RTLightingFeatHLSL() - failed to generate surface!");
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return;
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}
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Var *smoothness = (Var*)LangElement::find("smoothness");
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if (!fd.features[MFT_SpecularMap])
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/*if (!fd.features[MFT_SpecularMap])
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{
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if (!smoothness)
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{
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@ -2205,10 +2278,10 @@ void RTLightingFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
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smoothness->uniform = true;
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smoothness->constSortPos = cspPotentialPrimitive;
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}
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}
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}*/
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Var *metalness = (Var*)LangElement::find("metalness");
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if (!fd.features[MFT_SpecularMap])
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/*if (!fd.features[MFT_SpecularMap])
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{
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if (!metalness)
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{
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@ -2216,7 +2289,7 @@ void RTLightingFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
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metalness->uniform = true;
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metalness->constSortPos = cspPotentialPrimitive;
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}
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}
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}*/
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Var *albedo = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));
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@ -2225,16 +2298,24 @@ void RTLightingFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
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ambient->constSortPos = cspPass;
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// Calculate the diffuse shading and specular powers.
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meta->addStatement( new GenOp( " compute4Lights( @, @, @, @,\r\n"
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/*meta->addStatement( new GenOp( " compute4Lights( @, @, @, @,\r\n"
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" @, @, @, @, @, @, @, @, @,\r\n"
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" @, @ );\r\n",
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wsView, wsPosition, wsNormal, lightMask,
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inLightPos, inLightInvRadiusSq, inLightColor, inLightSpotDir, inLightSpotAngle, lightSpotFalloff, smoothness, metalness, albedo,
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inLightPos, inLightConfigData, inLightColor, inLightSpotDir, inLightSpotAngle, lightSpotFalloff, smoothness, metalness, albedo,
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rtShading, specular ) );
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// Apply the lighting to the diffuse color.
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LangElement *lighting = new GenOp( "float4( @.rgb + @.rgb, 1 )", rtShading, ambient );
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meta->addStatement( new GenOp( " @;\r\n", assignColor( lighting, Material::Mul ) ) );
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meta->addStatement( new GenOp( " @;\r\n", assignColor( lighting, Material::Mul ) ) );*/
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Var* lighting = new Var("lighting", "float4");
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meta->addStatement(new GenOp(" @ = compute4Lights( @, @, @, @,\r\n"
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" @, @, @);\r\n",
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new DecOp(lighting), surface, lightMask, inLightPos, inLightConfigData, inLightColor, inLightSpotDir, lightSpotParams));
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meta->addStatement(new GenOp(" @;\r\n", assignColor(lighting, Material::Add)));
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output = meta;
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}
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@ -3051,6 +3132,14 @@ void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList
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irradianceCubemapARTex->uniform = true;
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irradianceCubemapARTex->texture = true;
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irradianceCubemapARTex->constNum = irradianceCubemapAR->constNum;
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Var* surface = getSurface(componentList, meta);
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if (!surface)
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{
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Con::errorf("ShaderGen::ReflectionProbeFeatHLSL() - failed to generate surface!");
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return;
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}
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Var *inTex = getInTexCoord("texCoord", "float2", componentList);
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if (!inTex)
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@ -3059,55 +3148,15 @@ void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList
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Var *diffuseColor = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));
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Var *matinfo = (Var*)LangElement::find("PBRConfig");
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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("PBRConfig", "float4");
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LangElement* colorDecl = new DecOp(matinfo);
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meta->addStatement(new GenOp(" @ = float4(0.0,1.0,@,@);\r\n", colorDecl, smoothness, metalness)); //reconstruct matinfo, no ao darkening
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}
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Var* metalness = (Var*)LangElement::find("metalness");
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Var* smoothness = (Var*)LangElement::find("smoothness");
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Var* wsEyePos = (Var*)LangElement::find("eyePosWorld");
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Var* worldToTangent = getInWorldToTangent(componentList);
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Var* wsNormal = (Var*)LangElement::find("wsNormal");
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if (!wsNormal)
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{
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wsNormal = connectComp->getElement(RT_TEXCOORD);
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wsNormal->setName("wsNormal");
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wsNormal->setStructName("IN");
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wsNormal->setType("float3");
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// If we loaded the normal its our responsibility
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// to normalize it... the interpolators won't.
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//
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// Note we cast to half here to get partial precision
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// optimized code which is an acceptable loss of
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// precision for normals and performs much better
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// on older Geforce cards.
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//
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meta->addStatement(new GenOp(" @ = normalize( half3( @ ) );\r\n", wsNormal, wsNormal));
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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, wsNormal, matinfo,
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inTex, wsPosition, wsEyePos, wsView));
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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_SAMPLERCUBEARRAY_MAKEARG(@),TORQUE_SAMPLERCUBEARRAY_MAKEARG(@)).rgb; \r\n");
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