Majority of forward work. Some state/register count issues and further testing required.

Also requires proper binding of forward probe values, as well as scoring probes for forward selection.
This commit is contained in:
Areloch 2019-04-07 23:57:05 -05:00
parent 283348f7bc
commit ec9e8c3563
6 changed files with 344 additions and 144 deletions

View file

@ -164,7 +164,7 @@ void ProbeShaderConstants::init(GFXShader* shader)
mProbeIrradianceCubemapSC = shader->getShaderConstHandle(ShaderGenVars::irradianceCubemapAR);
mProbeCountSC = shader->getShaderConstHandle(ShaderGenVars::probeCount);
mSkylightPrefilterMap = shader->getShaderConstHandle(ShaderGenVars::skylightPrefilterMap);
mSkylightSpecularMap = shader->getShaderConstHandle(ShaderGenVars::skylightPrefilterMap);
mSkylightIrradMap = shader->getShaderConstHandle(ShaderGenVars::skylightIrradMap);
mHasSkylight = shader->getShaderConstHandle(ShaderGenVars::hasSkylight);
@ -568,29 +568,29 @@ void RenderProbeMgr::_update4ProbeConsts(const SceneData &sgData,
{
PROFILE_SCOPE(ProbeManager_Update4ProbeConsts_setProbes);
static AlignedArray<Point3F> probePositions(4, sizeof(Point3F));
static AlignedArray<F32> probeRadius(4, sizeof(F32));
static AlignedArray<Point3F> probeBoxMins(4, sizeof(Point3F));
static AlignedArray<Point3F> probeBoxMaxs(4, sizeof(Point3F));
static AlignedArray<Point3F> probeLocalPositions(4, sizeof(Point3F));
static AlignedArray<F32> probeIsSphere(4, sizeof(F32));
const U32 MAX_FORWARD_PROBES = 4;
static AlignedArray<Point4F> probePositionArray(MAX_FORWARD_PROBES, sizeof(Point4F));
static AlignedArray<Point4F> probeBoxMinArray(MAX_FORWARD_PROBES, sizeof(Point4F));
static AlignedArray<Point4F> probeBoxMaxArray(MAX_FORWARD_PROBES, sizeof(Point4F));
static AlignedArray<Point4F> probeRefPositionArray(MAX_FORWARD_PROBES, sizeof(Point4F));
static AlignedArray<Point4F> probeConfigArray(MAX_FORWARD_PROBES, sizeof(Point4F));
Vector<MatrixF> probeWorldToObjArray;
probeWorldToObjArray.setSize(MAX_FORWARD_PROBES);
//static AlignedArray<CubemapData> probeCubemap(4, sizeof(CubemapData));
//F32 range;
// Need to clear the buffers so that we don't leak
// lights from previous passes or have NaNs.
dMemset(probePositions.getBuffer(), 0, probePositions.getBufferSize());
dMemset(probeRadius.getBuffer(), 0, probeRadius.getBufferSize());
dMemset(probeBoxMins.getBuffer(), 0, probeBoxMins.getBufferSize());
dMemset(probeBoxMaxs.getBuffer(), 0, probeBoxMaxs.getBufferSize());
dMemset(probeLocalPositions.getBuffer(), 0, probeLocalPositions.getBufferSize());
dMemset(probeIsSphere.getBuffer(), 0, probeRadius.getBufferSize());
//dMemset(probeCubemap.getBuffer(), 0, probeCubemap.getBufferSize());
dMemset(probePositionArray.getBuffer(), 0, probePositionArray.getBufferSize());
dMemset(probeBoxMinArray.getBuffer(), 0, probeBoxMinArray.getBufferSize());
dMemset(probeBoxMaxArray.getBuffer(), 0, probeBoxMaxArray.getBufferSize());
dMemset(probeRefPositionArray.getBuffer(), 0, probeRefPositionArray.getBufferSize());
dMemset(probeConfigArray.getBuffer(), 0, probeConfigArray.getBufferSize());
matSet.restoreSceneViewProjection();
//const MatrixF &worldToCameraXfm = matSet.getWorldToCamera();
// Gather the data for the first 4 probes.
/*const ProbeRenderInst *probe;
for (U32 i = 0; i < 4; i++)
@ -649,26 +649,21 @@ void RenderProbeMgr::_update4ProbeConsts(const SceneData &sgData,
mEffectiveProbeCount = 0;
mMipCount = 0;
if (probePositionsData.size() != MAXPROBECOUNT)
/*if (probePositionArray.size() != MAX_FORWARD_PROBES)
{
probePositionsData.setSize(MAXPROBECOUNT);
probeRefPositionsData.setSize(MAXPROBECOUNT);
probeWorldToObjData.setSize(MAXPROBECOUNT);
probeBBMinData.setSize(MAXPROBECOUNT);
probeBBMaxData.setSize(MAXPROBECOUNT);
probeConfigData.setSize(MAXPROBECOUNT);
}
probePositionArray.setSize(MAX_FORWARD_PROBES);
probeBoxMinArray.setSize(MAX_FORWARD_PROBES);
probeBoxMaxArray.setSize(MAX_FORWARD_PROBES);
probeBoxMaxArray.setSize(MAX_FORWARD_PROBES);
probeRefPositionArray.setSize(MAX_FORWARD_PROBES);
probeConfigArray.setSize(MAX_FORWARD_PROBES);
probePositionsData.fill(Point4F::Zero);
probeRefPositionsData.fill(Point4F::Zero);
probeWorldToObjData.fill(MatrixF::Identity);
probeBBMinData.fill(Point4F::Zero);
probeBBMaxData.fill(Point4F::Zero);
probeConfigData.fill(Point4F::Zero);
probeWorldToObjArray.setSize(MAX_FORWARD_PROBES);
}*/
cubeMaps.clear();
irradMaps.clear();
Vector<U32> cubemapIdxes;
//cubeMaps.clear();
//irradMaps.clear();
//Vector<U32> cubemapIdxes;
U32 effectiveProbeCount = 0;
bool hasSkylight = false;
@ -683,41 +678,51 @@ void RenderProbeMgr::_update4ProbeConsts(const SceneData &sgData,
if (curEntry.mIsSkylight)
{
GFX->setCubeTexture(probeShaderConsts->mSkylightPrefilterMap->getSamplerRegister(), curEntry.mPrefilterCubemap);
GFX->setCubeTexture(probeShaderConsts->mSkylightIrradMap->getSamplerRegister(), curEntry.mIrradianceCubemap);
if (curEntry.mPrefilterCubemap.isValid() && curEntry.mPrefilterCubemap.isValid())
{
U32 specSample = probeShaderConsts->mSkylightSpecularMap->getSamplerRegister();
U32 irradSample = probeShaderConsts->mSkylightIrradMap->getSamplerRegister();
shaderConsts->setSafe(probeShaderConsts->mHasSkylight, true);
hasSkylight = true;
continue;
GFX->setCubeTexture(probeShaderConsts->mSkylightSpecularMap->getSamplerRegister(), curEntry.mPrefilterCubemap);
GFX->setCubeTexture(probeShaderConsts->mSkylightIrradMap->getSamplerRegister(), curEntry.mIrradianceCubemap);
shaderConsts->setSafe(probeShaderConsts->mHasSkylight, 1.0f);
hasSkylight = true;
continue;
}
}
else
{
/*probePositions[effectiveProbeCount] = curEntry.getPosition();
probeRefPositions[effectiveProbeCount] = curEntry.mProbeRefOffset;
probeWorldToObj[effectiveProbeCount] = curEntry.getTransform();
probeBBMin[effectiveProbeCount] = curEntry.mBounds.minExtents;
probeBBMax[effectiveProbeCount] = curEntry.mBounds.maxExtents;
probeConfig[effectiveProbeCount] = Point4F(curEntry.mProbeShapeType,
curEntry.mRadius,
curEntry.mAtten,
curEntry.mCubemapIndex);*/
}
//Setup
/*Point3F probePos = curEntry.getPosition();
Point3F refPos = curEntry.getPosition() + curEntry.mProbeRefOffset;
probePositionsData[mEffectiveProbeCount] = Point4F(probePos.x, probePos.y, probePos.z, 0);
probeRefPositionsData[mEffectiveProbeCount] = Point4F(refPos.x, refPos.y, refPos.z, 0);
probeWorldToObjData[mEffectiveProbeCount] = curEntry.getTransform();
Point3F bbMin = refPos - curEntry.mProbeRefScale / 2 * curEntry.getTransform().getScale();
Point3F bbMax = refPos + curEntry.mProbeRefScale / 2 * curEntry.getTransform().getScale();
probeBBMinData[mEffectiveProbeCount] = Point4F(bbMin.x, bbMin.y, bbMin.z, 0);
probeBBMaxData[mEffectiveProbeCount] = Point4F(bbMax.x, bbMax.y, bbMax.z, 0);
probeConfigData[mEffectiveProbeCount] = Point4F(curEntry.mProbeShapeType,
curEntry.mRadius,
curEntry.mAtten,
curEntry.mCubemapIndex);
cubeMaps.push_back(curEntry.mPrefilterCubemap);
irradMaps.push_back(curEntry.mIrradianceCubemap);
cubemapIdxes.push_back(i);*/
effectiveProbeCount++;
}
shaderConsts->setSafe(probeShaderConsts->mProbeCountSC, (float)effectiveProbeCount);
shaderConsts->setSafe(probeShaderConsts->mProbePositionSC, probePositionArray);
shaderConsts->setSafe(probeShaderConsts->mProbeRefPosSC, probeRefPositionArray);
shaderConsts->set(probeShaderConsts->mWorldToObjArraySC, probeWorldToObjArray.address(), effectiveProbeCount, GFXSCT_Float4x4);
shaderConsts->setSafe(probeShaderConsts->mProbeBoxMinSC, probeBoxMinArray);
shaderConsts->setSafe(probeShaderConsts->mProbeBoxMaxSC, probeBoxMaxArray);
shaderConsts->setSafe(probeShaderConsts->mProbeConfigDataSC, probeConfigArray);
GFX->setCubeArrayTexture(probeShaderConsts->mProbeSpecularCubemapSC->getSamplerRegister(), mPrefilterArray);
GFX->setCubeArrayTexture(probeShaderConsts->mProbeIrradianceCubemapSC->getSamplerRegister(), mIrradianceArray);
if (!hasSkylight)
shaderConsts->setSafe(probeShaderConsts->mHasSkylight, false);
shaderConsts->setSafe(probeShaderConsts->mHasSkylight, 0.0f);
}
/*else
{
@ -863,8 +868,6 @@ void RenderProbeMgr::bakeProbe(ReflectionProbe *probe)
{
GFXDEBUGEVENT_SCOPE(RenderProbeMgr_Bake, ColorI::WHITE);
bool serverObj = probe->isServerObject();
Con::warnf("RenderProbeMgr::bakeProbe() - Beginning bake!");
U32 startMSTime = Platform::getRealMilliseconds();

View file

@ -145,7 +145,7 @@ struct ProbeShaderConstants
GFXShaderConstHandle *mProbeIrradianceCubemapSC;
GFXShaderConstHandle *mProbeCountSC;
GFXShaderConstHandle *mSkylightPrefilterMap;
GFXShaderConstHandle *mSkylightSpecularMap;
GFXShaderConstHandle *mSkylightIrradMap;
GFXShaderConstHandle *mHasSkylight;

View file

@ -2966,7 +2966,7 @@ void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList
MultiLine *meta = new MultiLine;
// Look for a wsNormal or grab it from the connector.
Var *wsNormal = (Var*)LangElement::find("wsNormal");
/*Var *wsNormal = (Var*)LangElement::find("wsNormal");
if (!wsNormal)
{
wsNormal = connectComp->getElement(RT_TEXCOORD);
@ -2983,63 +2983,69 @@ void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList
// 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);
Var *metalness = (Var*)LangElement::find("metalness");
Var *smoothness = (Var*)LangElement::find("smoothness");
if (!fd.features[MFT_SpecularMap])
{
if (!metalness)
{
metalness = new Var("metalness", "float");
metalness->uniform = true;
metalness->constSortPos = cspPotentialPrimitive;
}
if (!smoothness)
{
smoothness = new Var("smoothness", "float");
smoothness->uniform = true;
smoothness->constSortPos = cspPotentialPrimitive;
}
}
Var *albedo = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));
//Reflection Probe WIP
Var *inProbePos = new Var("inProbePosArray", "float4");
inProbePos->arraySize = 4;
inProbePos->uniform = true;
inProbePos->constSortPos = cspPotentialPrimitive;
U32 MAX_FORWARD_PROBES = 4;
Var *inProbeRadius = new Var("inRefPosArray", "float4");
inProbeRadius->arraySize = 4;
inProbeRadius->uniform = true;
inProbeRadius->constSortPos = cspPotentialPrimitive;
Var *numProbes = new Var("numProbes", "float");
numProbes->uniform = true;
numProbes->constSortPos = cspPotentialPrimitive;
Var *inProbeBoxMin = new Var("inProbeBoxMin", "float4");
inProbeBoxMin->arraySize = 4;
inProbeBoxMin->uniform = true;
inProbeBoxMin->constSortPos = cspPotentialPrimitive;
Var *cubeMips = new Var("cubeMips", "float");
cubeMips->uniform = true;
cubeMips->constSortPos = cspPotentialPrimitive;
Var *inProbeBoxMax = new Var("inProbeBoxMax", "float4");
inProbeBoxMax->arraySize = 4;
inProbeBoxMax->uniform = true;
inProbeBoxMax->constSortPos = cspPotentialPrimitive;
Var *hasSkylight = new Var("hasSkylight", "float");
hasSkylight->uniform = true;
hasSkylight->constSortPos = cspPotentialPrimitive;
Var *inProbeIsSphere = new Var("probeConfigData", "float4");
inProbeIsSphere->arraySize = 4;
inProbeIsSphere->uniform = true;
inProbeIsSphere->constSortPos = cspPotentialPrimitive;
Var *inProbePosArray = new Var("inProbePosArray", "float4");
inProbePosArray->arraySize = MAX_FORWARD_PROBES;
inProbePosArray->uniform = true;
inProbePosArray->constSortPos = cspPotentialPrimitive;
Var *inRefPosArray = new Var("inRefPosArray", "float4");
inRefPosArray->arraySize = MAX_FORWARD_PROBES;
inRefPosArray->uniform = true;
inRefPosArray->constSortPos = cspPotentialPrimitive;
Var *bbMinArray = new Var("inProbeBoxMin", "float4");
bbMinArray->arraySize = MAX_FORWARD_PROBES;
bbMinArray->uniform = true;
bbMinArray->constSortPos = cspPotentialPrimitive;
Var *bbMaxArray = new Var("inProbeBoxMax", "float4");
bbMaxArray->arraySize = MAX_FORWARD_PROBES;
bbMaxArray->uniform = true;
bbMaxArray->constSortPos = cspPotentialPrimitive;
Var *probeConfigData = new Var("probeConfigData", "float4");
probeConfigData->arraySize = MAX_FORWARD_PROBES;
probeConfigData->uniform = true;
probeConfigData->constSortPos = cspPotentialPrimitive;
Var *worldToObjArray = new Var("worldToObjArray", "float4x4");
worldToObjArray->arraySize = 4;
worldToObjArray->arraySize = MAX_FORWARD_PROBES;
worldToObjArray->uniform = true;
worldToObjArray->constSortPos = cspPotentialPrimitive;
Var *BRDFTexture = new Var("BRDFTexture", "SamplerState");
BRDFTexture->uniform = true;
BRDFTexture->sampler = true;
BRDFTexture->constNum = Var::getTexUnitNum(); // used as texture unit num here
Var *BRDFTextureTex = new Var("BRDFTextureTex", "Texture2D");
BRDFTextureTex->uniform = true;
BRDFTextureTex->texture = true;
BRDFTextureTex->constNum = BRDFTexture->constNum;
Var *specularCubemapAR = new Var("specularCubemapAR", "SamplerState");
specularCubemapAR->uniform = true;
specularCubemapAR->sampler = true;
@ -3058,7 +3064,27 @@ void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList
Var *irradianceCubemapARTex = new Var("irradianceCubemapARTex", "TextureCubeArray");
irradianceCubemapARTex->uniform = true;
irradianceCubemapARTex->texture = true;
irradianceCubemapARTex->constNum = specularCubemapAR->constNum;
irradianceCubemapARTex->constNum = irradianceCubemapAR->constNum;
Var *skylightSpecularMap = new Var("skylightSpecularMap", "SamplerState");
skylightSpecularMap->uniform = true;
skylightSpecularMap->sampler = true;
skylightSpecularMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
Var *skylightSpecularMapTex = new Var("skylightSpecularMapTex", "TextureCube");
skylightSpecularMapTex->uniform = true;
skylightSpecularMapTex->texture = true;
skylightSpecularMapTex->constNum = skylightSpecularMap->constNum;
Var *skylightIrradMap = new Var("skylightIrradMap", "SamplerState");
skylightIrradMap->uniform = true;
skylightIrradMap->sampler = true;
skylightIrradMap->constNum = Var::getTexUnitNum(); // used as texture unit num here
Var *skylightIrradMapTex = new Var("skylightIrradMapTex", "TextureCube");
skylightIrradMapTex->uniform = true;
skylightIrradMapTex->texture = true;
skylightIrradMapTex->constNum = skylightIrradMap->constNum;
/*Var *probeVec = new Var("probeVec", "float3");
meta->addStatement(new GenOp(" @ = @[0] - @;\r\n", new DecOp(probeVec), inProbePos, wsPosition));
@ -3137,7 +3163,45 @@ void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList
meta->addStatement(new GenOp(" @.rgb = simpleFresnel(@.rgb, @, 0, @, @, @));\r\n", albedo, albedo, probeColor, angle, FRESNEL_BIAS, FRESNEL_POWER));
}*/
meta->addStatement(new GenOp(" @.rgb = float3(1,1,1);\r\n", albedo));
Var *inTex = getInTexCoord("texCoord", "float2", componentList);
if (!inTex)
return;
Var *diffuseColor = (Var*)LangElement::find("diffuseColor");
if (!diffuseColor)
return;
Var *specularColor = (Var*)LangElement::find("specularColor");
if (!specularColor)
return;
Var *bumpNormal = (Var*)LangElement::find("bumpNormal");
if (!bumpNormal)
return;
Var *wsEyePos = (Var*)LangElement::find("eyePosWorld");
Var *worldToCamera = (Var*)LangElement::find("worldToCamera");
if (!worldToCamera)
{
worldToCamera = new Var;
worldToCamera->setType("float4x4");
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, specularColor,
inTex, wsPosition, wsEyePos, wsView, worldToCamera));
meta->addStatement(new GenOp(" @.rgb = computeForwardProbes(@,@,@,@,@,@,@,@,@,\r\n\t\t@,@,@,@,@,\r\n\t\t@,@,@,@,@,@).rgb;\r\n", albedo,
surface, cubeMips, numProbes, worldToObjArray, probeConfigData, inProbePosArray, bbMinArray, bbMaxArray, inRefPosArray,
hasSkylight, skylightIrradMap, skylightIrradMapTex, skylightSpecularMap, skylightSpecularMapTex,
BRDFTexture, BRDFTextureTex, irradianceCubemapAR, irradianceCubemapARTex, specularCubemapAR, specularCubemapARTex));
//meta->addStatement(new GenOp(" @.rgb = @.roughness.xxx;\r\n", albedo, surface));
output = meta;
}

View file

@ -81,7 +81,7 @@ const String ShaderGenVars::irradianceCubemapAR("$irradianceCubemapAR");
const String ShaderGenVars::probeCount("$numProbes");
//Skylight
const String ShaderGenVars::skylightPrefilterMap("$skylightPrefilterMap");
const String ShaderGenVars::skylightPrefilterMap("$skylightSpecularMap");
const String ShaderGenVars::skylightIrradMap("$skylightIrradMap");
const String ShaderGenVars::hasSkylight("$hasSkylight");

View file

@ -45,6 +45,9 @@ uniform float4 albedo;
#endif // !TORQUE_SHADERGEN
#define MAX_PROBES 50
#define MAX_FORWARD_PROBES 4
inline float3 getDistanceVectorToPlane( float3 origin, float3 direction, float4 plane )
{
float denum = dot( plane.xyz, direction.xyz );
@ -145,6 +148,26 @@ inline Surface createSurface(float4 gbuffer0, TORQUE_SAMPLER2D(gbufferTex1), TOR
return surface;
}
inline Surface createForwardSurface(float4 baseColor, float4 normal, float4 pbrProperties, in float2 uv, in float3 wsPosition, in float3 wsEyePos, in float3 wsEyeRay, in float4x4 invView)
{
Surface surface = (Surface)0;
surface.depth = 0;
surface.P = wsPosition;
surface.N = mul(invView, float4(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
{
float3 L; // surface to light vector
@ -237,9 +260,9 @@ inline float3 getPunctualLight(in Surface surface, in SurfaceToLight surfaceToLi
}
//Probe IBL stuff
float defineSphereSpaceInfluence(Surface surface, float3 wsProbePosition, float radius)
float defineSphereSpaceInfluence(float3 wsPosition, float3 wsProbePosition, float radius)
{
float3 L = wsProbePosition.xyz - surface.P;
float3 L = wsProbePosition.xyz - wsPosition;
float contribution = 1.0 - length(L) / radius;
return contribution;
}
@ -250,9 +273,9 @@ float getDistBoxToPoint(float3 pt, float3 extents)
return max(max(d.x, d.y), d.z);
}
float defineBoxSpaceInfluence(Surface surface, float4x4 worldToObj, float attenuation)
float defineBoxSpaceInfluence(float3 wsPosition, float4x4 worldToObj, float attenuation)
{
float3 surfPosLS = mul(worldToObj, float4(surface.P, 1.0)).xyz;
float3 surfPosLS = mul(worldToObj, float4(wsPosition, 1.0)).xyz;
float atten = 1.0 - attenuation;
float baseVal = 0.25;
float dist = getDistBoxToPoint(surfPosLS, float3(baseVal, baseVal, baseVal));
@ -262,17 +285,128 @@ float defineBoxSpaceInfluence(Surface surface, float4x4 worldToObj, float attenu
// Box Projected IBL Lighting
// Based on: http://www.gamedev.net/topic/568829-box-projected-cubemap-environment-mapping/
// and https://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/
float3 boxProject(Surface surface, float4x4 worldToObj, float3 bbMin, float3 bbMax, float3 refPosition)
float3 boxProject(float3 wsPosition, float3 wsReflectVec, float4x4 worldToObj, float3 bbMin, float3 bbMax, float3 refPosition)
{
float3 RayLS = mul(worldToObj, float4(surface.R, 0.0)).xyz;
float3 PositionLS = mul(worldToObj, float4(surface.P, 1.0)).xyz;
float3 RayLS = mul(worldToObj, float4(wsReflectVec, 0.0)).xyz;
float3 PositionLS = mul(worldToObj, float4(wsPosition, 1.0)).xyz;
float3 unit = bbMax.xyz - bbMin.xyz;
float3 plane1vec = (unit / 2 - PositionLS) / RayLS;
float3 plane2vec = (-unit / 2 - PositionLS) / RayLS;
float3 furthestPlane = max(plane1vec, plane2vec);
float dist = min(min(furthestPlane.x, furthestPlane.y), furthestPlane.z);
float3 posonbox = surface.P + surface.R * dist;
float3 posonbox = wsPosition + wsReflectVec * dist;
return posonbox - refPosition.xyz;
}
float4 computeForwardProbes(Surface surface,
float cubeMips, float numProbes, float4x4 worldToObjArray[MAX_FORWARD_PROBES], float4 probeConfigData[MAX_FORWARD_PROBES],
float4 inProbePosArray[MAX_FORWARD_PROBES], float4 bbMinArray[MAX_FORWARD_PROBES], float4 bbMaxArray[MAX_FORWARD_PROBES], float4 inRefPosArray[MAX_FORWARD_PROBES],
float hasSkylight, SamplerState skylightIrradMap, TextureCube skylightIrradMapTex, SamplerState skylightSpecularMap, TextureCube skylightSpecularMapTex,
SamplerState BRDFTexture, Texture2D BRDFTextureTex, SamplerState irradianceCubemapAR, TextureCubeArray irradianceCubemapARTex,
SamplerState specularCubemapAR, TextureCubeArray specularCubemapARTex)
{
int i = 0;
float blendFactor[MAX_FORWARD_PROBES];
float blendSum = 0;
float blendFacSum = 0;
float invBlendSum = 0;
float probehits = 0;
//Set up our struct data
float contribution[MAX_FORWARD_PROBES];
for (i = 0; i < numProbes; ++i)
{
contribution[i] = 0;
if (probeConfigData[i].r == 0) //box
{
contribution[i] = defineBoxSpaceInfluence(surface.P, worldToObjArray[i], probeConfigData[i].b);
if (contribution[i] > 0.0)
probehits++;
}
else if (probeConfigData[i].r == 1) //sphere
{
contribution[i] = defineSphereSpaceInfluence(surface.P, inProbePosArray[i].xyz, probeConfigData[i].g);
if (contribution[i] > 0.0)
probehits++;
}
contribution[i] = max(contribution[i], 0);
blendSum += contribution[i];
invBlendSum += (1.0f - contribution[i]);
}
if (probehits > 1.0)
{
for (i = 0; i < numProbes; i++)
{
blendFactor[i] = ((contribution[i] / blendSum)) / probehits;
blendFactor[i] *= ((contribution[i]) / invBlendSum);
blendFactor[i] = saturate(blendFactor[i]);
blendFacSum += blendFactor[i];
}
// Normalize blendVal
if (blendFacSum == 0.0f) // Possible with custom weight
{
blendFacSum = 1.0f;
}
float invBlendSumWeighted = 1.0f / blendFacSum;
for (i = 0; i < numProbes; ++i)
{
blendFactor[i] *= invBlendSumWeighted;
contribution[i] *= blendFactor[i];
//alpha -= contribution[i];
}
}
//else
// alpha -= blendSum;
float3 irradiance = float3(0, 0, 0);
float3 specular = float3(0, 0, 0);
// Radiance (Specular)
float lod = surface.roughness*cubeMips;
float alpha = 1;
for (i = 0; i < numProbes; ++i)
{
float contrib = contribution[i];
if (contrib != 0)
{
int cubemapIdx = probeConfigData[i].a;
float3 dir = boxProject(surface.P, surface.R, worldToObjArray[i], bbMinArray[i].xyz, bbMaxArray[i].xyz, inRefPosArray[i].xyz);
irradiance += irradianceCubemapARTex.SampleLevel(irradianceCubemapAR,float4(dir,cubemapIdx),0).xyz * contrib;
specular += specularCubemapARTex.SampleLevel(specularCubemapAR,float4(dir,cubemapIdx),lod).xyz * contrib;
alpha -= contrib;
}
}
if (hasSkylight && alpha > 0.001)
{
irradiance += skylightIrradMapTex.SampleLevel(skylightIrradMap,surface.R,0).xyz * alpha;
specular += skylightSpecularMapTex.SampleLevel(skylightSpecularMap,surface.R,lod).xyz * alpha;
}
float3 F = FresnelSchlickRoughness(surface.NdotV, surface.f0, surface.roughness);
//energy conservation
float3 kD = 1.0.xxx - F;
kD *= 1.0 - surface.metalness;
//apply brdf
//Do it once to save on texture samples
float2 brdf = BRDFTextureTex.SampleLevel(BRDFTexture,float2(surface.roughness, surface.NdotV),0).xy;
specular *= brdf.x * F + brdf.y;
//final diffuse color
float3 diffuse = kD * irradiance * surface.baseColor.rgb;
float4 finalColor = float4(diffuse + specular * surface.ao, 1.0);
finalColor = float4(irradiance.rgb,1);
return finalColor;
}

View file

@ -15,7 +15,6 @@ uniform float3 eyePosWorld;
//cubemap arrays require all the same size. so shared mips# value
uniform float cubeMips;
#define MAX_PROBES 50
uniform float numProbes;
TORQUE_UNIFORM_SAMPLERCUBEARRAY(specularCubemapAR, 4);
@ -32,7 +31,7 @@ uniform float4 probeConfigData[MAX_PROBES]; //r,g,b/mode,radius,atten
uniform float4 probeContribColors[MAX_PROBES];
#endif
TORQUE_UNIFORM_SAMPLERCUBE(skylightPrefilterMap, 6);
TORQUE_UNIFORM_SAMPLERCUBE(skylightSpecularMap, 6);
TORQUE_UNIFORM_SAMPLERCUBE(skylightIrradMap, 7);
uniform float hasSkylight;
@ -70,13 +69,13 @@ float4 main(PFXVertToPix IN) : SV_TARGET
if (probeConfigData[i].r == 0) //box
{
contribution[i] = defineBoxSpaceInfluence(surface, worldToObjArray[i], probeConfigData[i].b);
contribution[i] = defineBoxSpaceInfluence(surface.P, worldToObjArray[i], probeConfigData[i].b);
if (contribution[i]>0.0)
probehits++;
}
else if (probeConfigData[i].r == 1) //sphere
{
contribution[i] = defineSphereSpaceInfluence(surface, inProbePosArray[i].xyz, probeConfigData[i].g);
contribution[i] = defineSphereSpaceInfluence(surface.P, inProbePosArray[i].xyz, probeConfigData[i].g);
if (contribution[i]>0.0)
probehits++;
}
@ -93,33 +92,33 @@ float4 main(PFXVertToPix IN) : SV_TARGET
// and respect constraint A.
if (probehits>1.0)
{
for (i = 0; i < numProbes; i++)
{
blendFactor[i] = ((contribution[i] / blendSum)) / probehits;
blendFactor[i] *= ((contribution[i]) / invBlendSum);
blendFactor[i] = saturate(blendFactor[i]);
blendFacSum += blendFactor[i];
}
{
for (i = 0; i < numProbes; i++)
{
blendFactor[i] = ((contribution[i] / blendSum)) / probehits;
blendFactor[i] *= ((contribution[i]) / invBlendSum);
blendFactor[i] = saturate(blendFactor[i]);
blendFacSum += blendFactor[i];
}
// Normalize blendVal
#if DEBUGVIZ_ATTENUATION == 0 //this can likely be removed when we fix the above normalization behavior
if (blendFacSum == 0.0f) // Possible with custom weight
{
blendFacSum = 1.0f;
}
if (blendFacSum == 0.0f) // Possible with custom weight
{
blendFacSum = 1.0f;
}
#endif
float invBlendSumWeighted = 1.0f / blendFacSum;
for (i = 0; i < numProbes; ++i)
{
blendFactor[i] *= invBlendSumWeighted;
contribution[i] *= blendFactor[i];
alpha -= contribution[i];
}
}
else
alpha -= blendSum;
float invBlendSumWeighted = 1.0f / blendFacSum;
for (i = 0; i < numProbes; ++i)
{
blendFactor[i] *= invBlendSumWeighted;
contribution[i] *= blendFactor[i];
alpha -= contribution[i];
}
}
else
alpha -= blendSum;
#if DEBUGVIZ_ATTENUATION == 1
float contribAlpha = 1;
@ -164,7 +163,7 @@ float4 main(PFXVertToPix IN) : SV_TARGET
if (contrib != 0)
{
int cubemapIdx = probeConfigData[i].a;
float3 dir = boxProject(surface, worldToObjArray[i], bbMinArray[i].xyz, bbMaxArray[i].xyz, inRefPosArray[i].xyz);
float3 dir = boxProject(surface.P, surface.R, worldToObjArray[i], bbMinArray[i].xyz, bbMaxArray[i].xyz, inRefPosArray[i].xyz);
irradiance += TORQUE_TEXCUBEARRAYLOD(irradianceCubemapAR, dir, cubemapIdx, 0).xyz * contrib;
specular += TORQUE_TEXCUBEARRAYLOD(specularCubemapAR, dir, cubemapIdx, lod).xyz * contrib;
@ -175,7 +174,7 @@ float4 main(PFXVertToPix IN) : SV_TARGET
if (hasSkylight && alpha > 0.001)
{
irradiance += TORQUE_TEXCUBELOD(skylightIrradMap, float4(surface.R, 0)).xyz * alpha;
specular += TORQUE_TEXCUBELOD(skylightPrefilterMap, float4(surface.R, lod)).xyz * alpha;
specular += TORQUE_TEXCUBELOD(skylightSpecularMap, float4(surface.R, lod)).xyz * alpha;
}
#if DEBUGVIZ_SPECCUBEMAP == 1 && DEBUGVIZ_DIFFCUBEMAP == 0