spotlight conversion

This commit is contained in:
Azaezel 2018-11-02 16:04:53 -05:00
parent 39fa9f90e8
commit e9ddde1532

View file

@ -48,10 +48,8 @@ TORQUE_UNIFORM_SAMPLER2D(dynamicShadowMap,2);
TORQUE_UNIFORM_SAMPLER2D(cookieMap, 3);
#endif
TORQUE_UNIFORM_SAMPLER2D(lightBuffer, 5);
TORQUE_UNIFORM_SAMPLER2D(colorBuffer, 6);
TORQUE_UNIFORM_SAMPLER2D(matInfoBuffer, 7);
TORQUE_UNIFORM_SAMPLER2D(colorBuffer, 5);
TORQUE_UNIFORM_SAMPLER2D(matInfoBuffer, 6);
uniform float4 rtParams0;
@ -73,48 +71,36 @@ uniform float4x4 dynamicViewToLightProj;
uniform float2 lightAttenuation;
uniform float shadowSoftness;
struct PS_OUTPUT
{
float4 diffuse: TORQUE_TARGET0;
float4 spec: TORQUE_TARGET1;
};
uniform float3 eyePosWorld;
uniform float4x4 cameraToWorld;
PS_OUTPUT main( ConvexConnectP IN )
LightTargetOutput main( ConvexConnectP IN )
{
PS_OUTPUT Output = (PS_OUTPUT)0;
LightTargetOutput Output = (LightTargetOutput)0;
// Compute scene UV
float3 ssPos = IN.ssPos.xyz / IN.ssPos.w;
float2 uvScene = getUVFromSSPos( ssPos, rtParams0 );
// Matinfo flags
float4 matInfo = TORQUE_TEX2D( matInfoBuffer, uvScene );
//early out if emissive
bool emissive = getFlag(matInfo.r, 0);
if (emissive)
{
//sky and editor background check
float4 normDepth = UnpackDepthNormal(TORQUE_SAMPLER2D_MAKEARG(deferredBuffer), uvScene);
if (normDepth.a>0.9999)
return Output;
}
float4 colorSample = TORQUE_TEX2D( colorBuffer, uvScene );
float3 subsurface = float3(0.0,0.0,0.0);
if (getFlag( matInfo.r, 1 ))
{
subsurface = colorSample.rgb;
if (colorSample.r>colorSample.g)
subsurface = float3(0.772549, 0.337255, 0.262745);
else
subsurface = float3(0.337255, 0.772549, 0.262745);
}
// Sample/unpack the normal/z data
float4 deferredSample = TORQUE_DEFERRED_UNCONDITION( deferredBuffer, uvScene );
float3 normal = deferredSample.rgb;
float depth = deferredSample.a;
// Eye ray - Eye -> Pixel
float3 eyeRay = getDistanceVectorToPlane( -vsFarPlane.w, IN.vsEyeDir.xyz, vsFarPlane );
float3 viewSpacePos = eyeRay * depth;
float3 viewSpacePos = eyeRay * normDepth.w;
//create surface
Surface surface = CreateSurface( normDepth, TORQUE_SAMPLER2D_MAKEARG(colorBuffer),TORQUE_SAMPLER2D_MAKEARG(matInfoBuffer),
uvScene, eyePosWorld, eyeRay, cameraToWorld);
//early out if emissive
if (getFlag(surface.matFlag, 0))
return Output;
//create surface to light
float3 wsLightDir = mul(cameraToWorld, float4(lightDirection,0)).xyz;
SurfaceToLight surfaceToLight = CreateSurfaceToLight(surface, -wsLightDir);
// Build light vec, get length, clip pixel if needed
float3 lightToPxlVec = viewSpacePos - lightPosition;
float lenLightV = length( lightToPxlVec );
@ -130,7 +116,7 @@ PS_OUTPUT main( ConvexConnectP IN )
clip( atten - 1e-6 );
atten = saturate( atten );
float nDotL = dot( normal, -lightToPxlVec );
float nDotL = dot( normDepth.xyz, -lightToPxlVec );
// Get the shadow texture coordinate
float4 pxlPosLightProj = mul( viewToLightProj, float4( viewSpacePos, 1 ) );
@ -185,34 +171,12 @@ PS_OUTPUT main( ConvexConnectP IN )
#endif
// NOTE: Do not clip on fully shadowed pixels as it would
// cause the hardware occlusion query to disable the shadow.
float3 l = normalize(-lightDirection);
float3 v = eyeRay;// normalize(eyePosWorld - worldPos.xyz);
float3 h = normalize(v + l);
float dotNLa = clamp(dot(normal, l), 0.0, 1.0);
float dotNVa = clamp(dot(normal, v), 0.0, 1.0);
float dotNHa = clamp(dot(normal, h), 0.0, 1.0);
float dotHVa = clamp(dot(normal, v), 0.0, 1.0);
float dotLHa = clamp(dot(l, h), 0.0, 1.0);
float roughness = 1.0001-matInfo.b;
float metalness = matInfo.a;
//diffuse
float disDiff = Fr_DisneyDiffuse(dotNVa, dotNLa, dotLHa, roughness);
float3 diffuse = float3(disDiff, disDiff, disDiff) / M_PI_F;
//specular
float3 specular = directSpecular(normal, v, l, roughness, 1.0) * lightColor.rgb;
if (nDotL<0) shadowed = 0;
float Sat_NL_Att = saturate( nDotL * shadowed ) * lightBrightness;
//get directional light contribution
LightResult result = GetDirectionalLight(surface, surfaceToLight, lightColor.rgb, lightBrightness, shadowed);
//output
Output.diffuse = float4(diffuse * lightBrightness*Sat_NL_Att*shadowed,1.0);
Output.spec = float4(specular * lightBrightness*Sat_NL_Att*shadowed,1.0);
Output.diffuse = float4(result.diffuse, 0);
Output.spec = float4(result.spec, 0);
return Output;
}