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

@ -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;
}