mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 19:53:48 +00:00
Probe Array WIP
This commit is contained in:
parent
85d8c7a2de
commit
edbbeaf008
11 changed files with 586 additions and 56 deletions
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@ -129,7 +129,8 @@ ProbeShaderConstants::ProbeShaderConstants()
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mProbeBoxMaxSC(NULL),
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mProbeIsSphereSC(NULL),
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mProbeLocalPosSC(NULL),
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mProbeCubemapSC(NULL)
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mProbeCubemapSC(NULL),
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mProbeCountSC(NULL)
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{
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}
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@ -163,6 +164,7 @@ void ProbeShaderConstants::init(GFXShader* shader)
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mProbeIsSphereSC = shader->getShaderConstHandle(ShaderGenVars::probeIsSphere);
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mProbeLocalPosSC = shader->getShaderConstHandle(ShaderGenVars::probeLocalPos);
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mProbeCubemapSC = shader->getShaderConstHandle(ShaderGenVars::probeCubemap);
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mProbeCountSC = shader->getShaderConstHandle(ShaderGenVars::probeCount);
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mInit = true;
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}
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@ -182,6 +184,7 @@ ProbeManager::ProbeManager()
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mSkylightMaterial = nullptr;
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mReflectProbeMaterial = nullptr;
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mReflectProbeArrayMaterial = nullptr;
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}
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ProbeManager::~ProbeManager()
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@ -624,6 +627,22 @@ ProbeManager::ReflectProbeMaterialInfo* ProbeManager::getReflectProbeMaterial()
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return mReflectProbeMaterial;
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}
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ProbeManager::ReflectionProbeArrayMaterialInfo* ProbeManager::getReflectProbeArrayMaterial()
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{
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PROFILE_SCOPE(AdvancedLightBinManager_getReflectProbeArrayMaterial);
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//ReflectProbeMaterialInfo *info = NULL;
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if (!mReflectProbeArrayMaterial)
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{
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// Now create the material info object.
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mReflectProbeArrayMaterial = new ReflectionProbeArrayMaterialInfo("ReflectionProbeArrayMaterial",
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getGFXVertexFormat<GFXVertexPC>());
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}
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return mReflectProbeArrayMaterial;
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}
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void ProbeManager::setupSkylightProbe(ProbeRenderInst *probeInfo)
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{
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probeInfo->vertBuffer = getSphereMesh(probeInfo->numPrims, probeInfo->primBuffer);
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@ -756,11 +775,19 @@ GFXVertexBufferHandle<GFXVertexPC> ProbeManager::getSphereMesh(U32 &outNumPrimit
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//
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bool ReflectProbeMatInstance::init(const FeatureSet &features, const GFXVertexFormat *vertexFormat)
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{
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mShaderMat = nullptr;
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bool success = Parent::init(features, vertexFormat);
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// If the initialization failed don't continue.
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if (!success || !mProcessedMaterial || mProcessedMaterial->getNumPasses() == 0)
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return false;
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mShaderMat = static_cast<ProcessedShaderMaterial*>(getShaderMaterial());
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mShaderMat->init(features, vertexFormat, mFeaturesDelegate);
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//mShaderMat->setMaterialParameters(mDefaultParameters, 0);
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return true;
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}
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@ -814,6 +841,41 @@ bool SkylightMatInstance::setupPass(SceneRenderState *state, const SceneData &sg
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return true;
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}
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bool ReflectProbeArrayMatInstance::init(const FeatureSet &features, const GFXVertexFormat *vertexFormat)
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{
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bool success = Parent::init(features, vertexFormat);
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// If the initialization failed don't continue.
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if (!success || !mProcessedMaterial || mProcessedMaterial->getNumPasses() == 0)
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return false;
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return true;
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}
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bool ReflectProbeArrayMatInstance::setupPass(SceneRenderState *state, const SceneData &sgData)
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{
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if (!Parent::setupPass(state, sgData))
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return false;
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AssertFatal(mProcessedMaterial->getNumPasses() > 0, "No passes created! Ohnoes");
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const RenderPassData *rpd = mProcessedMaterial->getPass(0);
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AssertFatal(rpd, "No render pass data!");
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AssertFatal(rpd->mRenderStates[0], "No render state 0!");
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if (!mProjectionState)
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{
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GFXStateBlockDesc desc;
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desc.setZReadWrite(false);
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desc.zWriteEnable = false;
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desc.setCullMode(GFXCullNone);
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desc.setBlend(true, GFXBlendSrcAlpha, GFXBlendInvDestAlpha, GFXBlendOpAdd);
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mProjectionState = GFX->createStateBlock(desc);
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}
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// Now override stateblock with our own
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GFX->setStateBlock(mProjectionState);
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return true;
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}
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//
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//
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ProbeManager::ReflectProbeMaterialInfo::ReflectProbeMaterialInfo(const String &matName,
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@ -861,6 +923,8 @@ ProbeManager::ReflectProbeMaterialInfo::ReflectProbeMaterialInfo(const String &m
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useSphereMode = matInstance->getMaterialParameterHandle("$useSphereMode");
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probeCount = matInstance->getMaterialParameterHandle("$numProbes");
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for (U32 i = 0; i < 9; i++)
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shTerms[i] = matInstance->getMaterialParameterHandle(String::ToString("$SHTerms%d", i));
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@ -1010,6 +1074,41 @@ ProbeManager::SkylightMaterialInfo::~SkylightMaterialInfo()
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SAFE_DELETE(matInstance);
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}
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//
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//
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ProbeManager::ReflectionProbeArrayMaterialInfo::ReflectionProbeArrayMaterialInfo(const String &matName,
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const GFXVertexFormat *vertexFormat)
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: ReflectProbeMaterialInfo(matName, vertexFormat)
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{
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Material *mat = MATMGR->getMaterialDefinitionByName(matName);
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if (!mat)
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return;
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matInstance = new ReflectProbeArrayMatInstance(*mat);
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const Vector<GFXShaderMacro> ¯os = Vector<GFXShaderMacro>();
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for (U32 i = 0; i < macros.size(); i++)
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matInstance->addShaderMacro(macros[i].name, macros[i].value);
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matInstance->init(MATMGR->getDefaultFeatures(), vertexFormat);
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farPlane = matInstance->getMaterialParameterHandle("$farPlane");
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vsFarPlane = matInstance->getMaterialParameterHandle("$vsFarPlane");
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negFarPlaneDotEye = matInstance->getMaterialParameterHandle("$negFarPlaneDotEye");
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zNearFarInvNearFar = matInstance->getMaterialParameterHandle("$zNearFarInvNearFar");
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useCubemap = matInstance->getMaterialParameterHandle("$useCubemap");
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cubemap = matInstance->getMaterialParameterHandle("$cubeMap");
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eyePosWorld = matInstance->getMaterialParameterHandle("$eyePosWorld");
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}
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ProbeManager::ReflectionProbeArrayMaterialInfo::~ReflectionProbeArrayMaterialInfo()
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{
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SAFE_DELETE(matInstance);
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}
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/*bool ProbeManager::lightScene( const char* callback, const char* param )
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{
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BitSet32 flags = 0;
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@ -56,6 +56,8 @@
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#include "core/util/SystemInterfaceList.h"
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#include "materials/processedShaderMaterial.h"
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class SimObject;
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class ProbeManager;
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class Material;
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@ -177,6 +179,7 @@ struct ProbeShaderConstants
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GFXShaderConstHandle *mProbeIsSphereSC;
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GFXShaderConstHandle *mProbeLocalPosSC;
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GFXShaderConstHandle *mProbeCubemapSC;
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GFXShaderConstHandle *mProbeCountSC;
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ProbeShaderConstants();
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~ProbeShaderConstants();
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@ -197,11 +200,15 @@ protected:
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GFXStateBlockRef mProjectionState;
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ProcessedShaderMaterial* mShaderMat;
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public:
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ReflectProbeMatInstance(Material &mat) : Parent(mat), mProbeParamsSC(NULL), mInternalPass(false), mProjectionState(NULL) {}
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virtual bool init(const FeatureSet &features, const GFXVertexFormat *vertexFormat);
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virtual bool setupPass(SceneRenderState *state, const SceneData &sgData);
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ProcessedShaderMaterial* getProcessedShaderMaterial() { return mShaderMat; }
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};
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class SkylightMatInstance : public ReflectProbeMatInstance
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@ -216,6 +223,22 @@ public:
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virtual bool setupPass(SceneRenderState *state, const SceneData &sgData);
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};
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class ReflectProbeArrayMatInstance : public MatInstance
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{
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typedef MatInstance Parent;
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protected:
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MaterialParameterHandle * mProbeParamsSC;
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bool mInternalPass;
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GFXStateBlockRef mProjectionState;
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public:
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ReflectProbeArrayMatInstance(Material &mat) : Parent(mat), mProbeParamsSC(NULL), mInternalPass(false), mProjectionState(NULL) {}
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virtual bool init(const FeatureSet &features, const GFXVertexFormat *vertexFormat);
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virtual bool setupPass(SceneRenderState *state, const SceneData &sgData);
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};
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class ProbeManager
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{
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public:
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@ -254,6 +277,8 @@ public:
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MaterialParameterHandle *shTerms[9];
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MaterialParameterHandle *shConsts[5];
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MaterialParameterHandle *probeCount;
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ReflectProbeMaterialInfo(const String &matName, const GFXVertexFormat *vertexFormat);
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virtual ~ReflectProbeMaterialInfo();
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@ -275,6 +300,15 @@ public:
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virtual ~SkylightMaterialInfo();
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};
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struct ReflectionProbeArrayMaterialInfo : public ReflectProbeMaterialInfo
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{
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ReflectionProbeArrayMaterialInfo(const String &matName, const GFXVertexFormat *vertexFormat);
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ReflectProbeArrayMatInstance *matInstance;
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virtual ~ReflectionProbeArrayMaterialInfo();
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};
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enum SpecialProbeTypesEnum
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{
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SkylightProbeType,
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@ -353,6 +387,7 @@ public:
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ReflectProbeMaterialInfo* getReflectProbeMaterial();
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SkylightMaterialInfo* getSkylightMaterial();
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ReflectionProbeArrayMaterialInfo* getReflectProbeArrayMaterial();
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protected:
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@ -415,6 +450,8 @@ protected:
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SkylightMaterialInfo* mSkylightMaterial;
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ReflectionProbeArrayMaterialInfo* mReflectProbeArrayMaterial;
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GFXVertexBufferHandle<GFXVertexPC> getSphereMesh(U32 &outNumPrimitives, GFXPrimitiveBufferHandle &outPrimitives);;
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};
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@ -266,9 +266,11 @@ protected:
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void _setPrimaryLightConst(const LightInfo* light, const MatrixF& objTrans, const U32 stageNum);
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/// This is here to deal with the differences between ProcessedCustomMaterials and ProcessedShaderMaterials.
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public:
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virtual GFXShaderConstBuffer* _getShaderConstBuffer(const U32 pass);
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virtual ShaderConstHandles* _getShaderConstHandles(const U32 pass);
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protected:
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///
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virtual void _initMaterialParameters();
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@ -33,6 +33,8 @@
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#include "gfx/gfxDebugEvent.h"
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#include "materials/shaderData.h"
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IMPLEMENT_CONOBJECT(RenderProbeMgr);
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ConsoleDocClass( RenderProbeMgr,
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@ -116,34 +118,43 @@ void RenderProbeMgr::_setupPerFrameParameters(const SceneRenderState *state)
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// Now build the quad for drawing full-screen vector light
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// passes.... this is a volatile VB and updates every frame.
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FarFrustumQuadVert verts[4];
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GFXVertexPC verts[4];
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{
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verts[0].point.set(wsFrustumPoints[Frustum::FarTopLeft] - cameraPos);
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invCam.mulP(wsFrustumPoints[Frustum::FarTopLeft], &verts[0].normal);
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verts[0].texCoord.set(-1.0, 1.0);
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verts[0].tangent.set(wsFrustumPoints[Frustum::FarTopLeft] - cameraOffsetPos);
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//invCam.mulP(wsFrustumPoints[Frustum::FarTopLeft], &verts[0].normal);
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//verts[0].texCoord.set(-1.0, 1.0);
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//verts[0].tangent.set(wsFrustumPoints[Frustum::FarTopLeft] - cameraOffsetPos);
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verts[1].point.set(wsFrustumPoints[Frustum::FarTopRight] - cameraPos);
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invCam.mulP(wsFrustumPoints[Frustum::FarTopRight], &verts[1].normal);
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verts[1].texCoord.set(1.0, 1.0);
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verts[1].tangent.set(wsFrustumPoints[Frustum::FarTopRight] - cameraOffsetPos);
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// invCam.mulP(wsFrustumPoints[Frustum::FarTopRight], &verts[1].normal);
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//verts[1].texCoord.set(1.0, 1.0);
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//verts[1].tangent.set(wsFrustumPoints[Frustum::FarTopRight] - cameraOffsetPos);
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verts[2].point.set(wsFrustumPoints[Frustum::FarBottomLeft] - cameraPos);
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invCam.mulP(wsFrustumPoints[Frustum::FarBottomLeft], &verts[2].normal);
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verts[2].texCoord.set(-1.0, -1.0);
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verts[2].tangent.set(wsFrustumPoints[Frustum::FarBottomLeft] - cameraOffsetPos);
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//invCam.mulP(wsFrustumPoints[Frustum::FarBottomLeft], &verts[2].normal);
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// verts[2].texCoord.set(-1.0, -1.0);
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// verts[2].tangent.set(wsFrustumPoints[Frustum::FarBottomLeft] - cameraOffsetPos);
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verts[3].point.set(wsFrustumPoints[Frustum::FarBottomRight] - cameraPos);
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invCam.mulP(wsFrustumPoints[Frustum::FarBottomRight], &verts[3].normal);
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verts[3].texCoord.set(1.0, -1.0);
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verts[3].tangent.set(wsFrustumPoints[Frustum::FarBottomRight] - cameraOffsetPos);
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// invCam.mulP(wsFrustumPoints[Frustum::FarBottomRight], &verts[3].normal);
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// verts[3].texCoord.set(1.0, -1.0);
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// verts[3].tangent.set(wsFrustumPoints[Frustum::FarBottomRight] - cameraOffsetPos);
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}
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Point3F norms[4];
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{
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invCam.mulP(wsFrustumPoints[Frustum::FarTopLeft], &norms[0]);
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invCam.mulP(wsFrustumPoints[Frustum::FarTopRight], &norms[1]);
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invCam.mulP(wsFrustumPoints[Frustum::FarBottomLeft], &norms[2]);
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invCam.mulP(wsFrustumPoints[Frustum::FarBottomRight], &norms[3]);
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}
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mFarFrustumQuadVerts.set(GFX, 4);
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dMemcpy(mFarFrustumQuadVerts.lock(), verts, sizeof(verts));
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mFarFrustumQuadVerts.unlock();
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PlaneF farPlane(wsFrustumPoints[Frustum::FarBottomLeft], wsFrustumPoints[Frustum::FarTopLeft], wsFrustumPoints[Frustum::FarTopRight]);
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PlaneF vsFarPlane(verts[0].normal, verts[1].normal, verts[2].normal);
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PlaneF vsFarPlane(norms[0], norms[1], norms[2]);
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// Parameters calculated, assign them to the materials
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@ -168,6 +179,17 @@ void RenderProbeMgr::_setupPerFrameParameters(const SceneRenderState *state)
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farPlane,
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vsFarPlane);
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}
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ProbeManager::ReflectionProbeArrayMaterialInfo* reflProbeArrayMat = PROBEMGR->getReflectProbeArrayMaterial();
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if (reflProbeArrayMat != nullptr && reflProbeArrayMat->matInstance != nullptr)
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{
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reflProbeArrayMat->setViewParameters(frustum.getNearDist(),
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frustum.getFarDist(),
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frustum.getPosition(),
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farPlane,
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vsFarPlane);
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}
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}
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//-----------------------------------------------------------------------------
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@ -230,7 +252,7 @@ void RenderProbeMgr::render( SceneRenderState *state )
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ProbeManager::SkylightMaterialInfo* skylightMat = PROBEMGR->getSkylightMaterial();
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ProbeManager::ReflectProbeMaterialInfo* reflProbeMat = PROBEMGR->getReflectProbeMaterial();
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for (U32 i = 0; i < ProbeRenderInst::all.size(); i++)
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/*for (U32 i = 0; i < ProbeRenderInst::all.size(); i++)
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{
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ProbeRenderInst* curEntry = ProbeRenderInst::all[i];
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@ -268,54 +290,155 @@ void RenderProbeMgr::render( SceneRenderState *state )
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GFX->drawPrimitive(GFXTriangleList, 0, curEntry->numPrims);
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}
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}
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}*/
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//Array rendering
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static U32 MAXPROBECOUNT = 50;
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U32 probeCount = PROBEMGR->mRegisteredProbes.size();
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if (probeCount != 0)
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{
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AlignedArray<Point3F> probePositions(MAXPROBECOUNT, sizeof(Point3F));
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dMemset(probePositions.getBuffer(), 0, probePositions.getBufferSize());
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if (reflProbeMat && reflProbeMat->matInstance)
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{
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MaterialParameters *matParams = reflProbeMat->matInstance->getMaterialParameters();
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MaterialParameterHandle *numProbesSC = reflProbeMat->matInstance->getMaterialParameterHandle("$numProbes");
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matParams->setSafe(numProbesSC, (float)probeCount);
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//ProcessedShaderMaterial* processedMat = reflProbeMat->matInstance->getProcessedShaderMaterial();
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//GFXShaderConstBuffer* shaderConsts = processedMat->_getShaderConstBuffer(0);
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//ProbeShaderConstants *psc = PROBEMGR->getProbeShaderConstants(shaderConsts);
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MaterialParameterHandle *probePositionSC = reflProbeMat->matInstance->getMaterialParameterHandle("$inProbePosArray");
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U32 effectiveProbeCount = 0;
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for (U32 i = 0; i < probeCount; i++)
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{
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if (effectiveProbeCount >= MAXPROBECOUNT)
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break;
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ProbeRenderInst* curEntry = ProbeRenderInst::all[PROBEMGR->mRegisteredProbes[i]];
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/*if (!curEntry->mIsEnabled)
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continue;
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if (curEntry->numPrims == 0)
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continue;
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if (curEntry->mIsSkylight && (!skylightMat || !skylightMat->matInstance))
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continue;
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if (!curEntry->mIsSkylight && (!reflProbeMat || !reflProbeMat->matInstance))
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break;*/
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//Setup
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const Point3F &probePos = curEntry->getPosition();
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probePositions[i].x = probePos.x;
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probePositions[i].y = probePos.y;
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probePositions[i].z = probePos.z;
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Point3F test = probePositions[i];
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MatrixF probeTrans = curEntry->getTransform();
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|
||||
if (!curEntry->mIsSkylight)
|
||||
{
|
||||
//if (curEntry->mProbeShapeType == ProbeRenderInst::Sphere)
|
||||
// probeTrans.scale(curEntry->mRadius * 1.01f);
|
||||
|
||||
sgData.objTrans = &probeTrans;
|
||||
|
||||
reflProbeMat->setProbeParameters(curEntry, state, worldToCameraXfm);
|
||||
}
|
||||
|
||||
effectiveProbeCount++;
|
||||
}
|
||||
|
||||
if (effectiveProbeCount != 0)
|
||||
{
|
||||
Con::printf("Probe aligned position count: %i", probeCount);
|
||||
|
||||
for (U32 p = 0; p < probeCount; p++)
|
||||
{
|
||||
Point3F prb = probePositions[p];
|
||||
|
||||
Con::printf("Probe %i aligned position is: %g %g %g", p, prb.x, prb.y, prb.z);
|
||||
|
||||
bool tasadfh = true;
|
||||
}
|
||||
|
||||
matParams->set(probePositionSC, probePositions);
|
||||
|
||||
// Set geometry
|
||||
GFX->setVertexBuffer(mFarFrustumQuadVerts);
|
||||
GFX->setPrimitiveBuffer(NULL);
|
||||
|
||||
while (reflProbeMat->matInstance->setupPass(state, sgData))
|
||||
{
|
||||
// Set transforms
|
||||
matrixSet.setWorld(*sgData.objTrans);
|
||||
reflProbeMat->matInstance->setTransforms(matrixSet, state);
|
||||
reflProbeMat->matInstance->setSceneInfo(state, sgData);
|
||||
|
||||
GFX->drawPrimitive(GFXTriangleStrip, 0, 2);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
//
|
||||
//
|
||||
/*ProbeManager::ReflectionProbeArrayMaterialInfo* reflProbeArrayMat = PROBEMGR->getReflectProbeArrayMaterial();
|
||||
|
||||
for (U32 i = 0; i < ProbeRenderInst::all.size(); i++)
|
||||
{
|
||||
ProbeRenderInst* curEntry = ProbeRenderInst::all[i];
|
||||
if (i > 0)
|
||||
return;
|
||||
|
||||
if (!curEntry->mIsEnabled)
|
||||
continue;
|
||||
ProbeRenderInst* curEntry = ProbeRenderInst::all[i];
|
||||
|
||||
if (curEntry->numPrims == 0)
|
||||
continue;
|
||||
if (!reflProbeArrayMat || !reflProbeArrayMat->matInstance)
|
||||
break;
|
||||
|
||||
if (curEntry->mIsSkylight && (!skylightMat || !skylightMat->matInstance))
|
||||
continue;
|
||||
//Setup
|
||||
//MatrixF probeTrans = curEntry->getTransform();
|
||||
|
||||
if (!curEntry->mIsSkylight && (!reflProbeMat || !reflProbeMat->matInstance))
|
||||
break;
|
||||
//if (!curEntry->mIsSkylight)
|
||||
{
|
||||
//if (curEntry->mProbeShapeType == ProbeRenderInst::Sphere)
|
||||
// probeTrans.scale(curEntry->mRadius * 1.01f);
|
||||
|
||||
//Setup
|
||||
MatrixF probeTrans = curEntry->getTransform();
|
||||
|
||||
if (!curEntry->mIsSkylight)
|
||||
{
|
||||
if (curEntry->mProbeShapeType == ProbeRenderInst::Sphere)
|
||||
probeTrans.scale(curEntry->mRadius * 1.01f);
|
||||
//sgData.objTrans = &state-;
|
||||
|
||||
sgData.objTrans = &probeTrans;
|
||||
reflProbeArrayMat->setProbeParameters(curEntry, state, worldToCameraXfm);
|
||||
|
||||
reflProbeMat->setProbeParameters(curEntry, state, worldToCameraXfm);
|
||||
// Set geometry
|
||||
GFX->setVertexBuffer(mFarFrustumQuadVerts);
|
||||
GFX->setPrimitiveBuffer(NULL);
|
||||
while (reflProbeArrayMat->matInstance->setupPass(state, sgData))
|
||||
{
|
||||
// Set transforms
|
||||
//matrixSet.setWorld(*sgData.objTrans);
|
||||
reflProbeArrayMat->matInstance->setTransforms(matrixSet, state);
|
||||
reflProbeArrayMat->matInstance->setSceneInfo(state, sgData);
|
||||
|
||||
// Set geometry
|
||||
GFX->setVertexBuffer(curEntry->vertBuffer);
|
||||
GFX->setPrimitiveBuffer(curEntry->primBuffer);
|
||||
while (reflProbeMat->matInstance->setupPass(state, sgData))
|
||||
{
|
||||
// Set transforms
|
||||
matrixSet.setWorld(*sgData.objTrans);
|
||||
reflProbeMat->matInstance->setTransforms(matrixSet, state);
|
||||
reflProbeMat->matInstance->setSceneInfo(state, sgData);
|
||||
|
||||
GFX->drawPrimitive(GFXTriangleList, 0, curEntry->numPrims);
|
||||
}
|
||||
}
|
||||
}
|
||||
GFX->drawPrimitive(GFXTriangleStrip, 0, 2);
|
||||
}
|
||||
}
|
||||
}*/
|
||||
//
|
||||
//
|
||||
|
||||
GFX->popActiveRenderTarget();
|
||||
|
||||
//PROBEMGR->unregisterAllProbes();
|
||||
PROBEMGR->mRegisteredProbes.clear();
|
||||
|
||||
PROFILE_END();
|
||||
|
||||
GFX->setVertexBuffer(NULL);
|
||||
|
|
|
|||
|
|
@ -38,18 +38,18 @@
|
|||
#include "gfx/gfxVertexBuffer.h"
|
||||
#endif
|
||||
|
||||
#include "postFx/postEffectCommon.h"
|
||||
|
||||
//**************************************************************************
|
||||
// RenderObjectMgr
|
||||
//**************************************************************************
|
||||
class RenderProbeMgr : public RenderBinManager
|
||||
{
|
||||
typedef RenderBinManager Parent;
|
||||
public:
|
||||
typedef GFXVertexPNTT FarFrustumQuadVert;
|
||||
|
||||
protected:
|
||||
|
||||
GFXVertexBufferHandle<FarFrustumQuadVert> mFarFrustumQuadVerts;
|
||||
GFXVertexBufferHandle<GFXVertexPC> mFarFrustumQuadVerts;
|
||||
|
||||
public:
|
||||
RenderProbeMgr();
|
||||
|
|
|
|||
|
|
@ -77,6 +77,7 @@ const String ShaderGenVars::probeBoxMax("$inProbeBoxMax");
|
|||
const String ShaderGenVars::probeLocalPos("$inProbeLocalPos");
|
||||
const String ShaderGenVars::probeIsSphere("$inProbeIsSphere");
|
||||
const String ShaderGenVars::probeCubemap("$inProbeCubemap");
|
||||
const String ShaderGenVars::probeCount("$numProbes");
|
||||
|
||||
// These are ignored by the D3D layers.
|
||||
const String ShaderGenVars::fogMap("$fogMap");
|
||||
|
|
|
|||
|
|
@ -90,6 +90,7 @@ struct ShaderGenVars
|
|||
const static String probeLocalPos;
|
||||
const static String probeIsSphere;
|
||||
const static String probeCubemap;
|
||||
const static String probeCount;
|
||||
|
||||
// Textures
|
||||
const static String fogMap;
|
||||
|
|
|
|||
|
|
@ -405,5 +405,34 @@ new CustomMaterial( SkyLightMaterial )
|
|||
sampler["matInfoBuffer"] = "#matinfo";
|
||||
sampler["colorBuffer"] = "#color";
|
||||
|
||||
pixVersion = 3.0;
|
||||
};
|
||||
|
||||
new ShaderData( ReflectionProbeArrayShader )
|
||||
{
|
||||
DXVertexShaderFile = "shaders/common/lighting/advanced/convexGeometryV.hlsl";
|
||||
DXPixelShaderFile = "shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl";
|
||||
|
||||
OGLVertexShaderFile = "shaders/common/lighting/advanced/gl/convexGeometryV.glsl";
|
||||
OGLPixelShaderFile = "shaders/common/lighting/advanced/gl/reflectionProbeArrayP.glsl";
|
||||
|
||||
samplerNames[0] = "$deferredBuffer";
|
||||
samplerNames[1] = "$colorBuffer";
|
||||
samplerNames[2] = "$matInfoBuffer";
|
||||
samplerNames[3] = "$cubeMap";
|
||||
samplerNames[4] = "$irradianceCubemap";
|
||||
samplerNames[5] = "$BRDFTexture";
|
||||
|
||||
pixVersion = 3.0;
|
||||
};
|
||||
|
||||
new CustomMaterial( ReflectionProbeArrayMaterial )
|
||||
{
|
||||
shader = ReflectionProbeArrayShader;
|
||||
stateBlock = AL_ProbeState;
|
||||
|
||||
sampler["deferredBuffer"] = "#deferred";
|
||||
sampler["matInfoBuffer"] = "#matinfo";
|
||||
|
||||
pixVersion = 3.0;
|
||||
};
|
||||
|
|
@ -0,0 +1,63 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// Copyright (c) 2012 GarageGames, LLC
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to
|
||||
// deal in the Software without restriction, including without limitation the
|
||||
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
|
||||
// sell copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
||||
// IN THE SOFTWARE.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#include "../../torque.hlsl"
|
||||
|
||||
struct ConnectData
|
||||
{
|
||||
float4 hpos : TORQUE_POSITION;
|
||||
float2 uv : TEXCOORD;
|
||||
};
|
||||
|
||||
uniform int face;
|
||||
|
||||
TORQUE_UNIFORM_SAMPLERCUBE(environmentMap, 0);
|
||||
|
||||
float4 main(ConnectData IN) : TORQUE_TARGET0
|
||||
{
|
||||
float3 N = getCubeDir(face,IN.uv);
|
||||
float3 irradiance = 0;
|
||||
|
||||
// tangent space calculation from origin point
|
||||
float3 up = float3(0.0, 0.0, 1.0);
|
||||
float3 right = cross(up, N);
|
||||
up = cross(N, right);
|
||||
|
||||
float sampleDelta = 0.025;
|
||||
int nrSamples = 0;
|
||||
for(float phi = 0.0; phi < M_2PI_F; phi += sampleDelta)
|
||||
{
|
||||
for(float theta = 0.0; theta < M_HALFPI_F; theta += sampleDelta)
|
||||
{
|
||||
// spherical to cartesian (in tangent space)
|
||||
float3 tangentSample = float3(sin(theta) * cos(phi), sin(theta) * sin(phi), cos(theta));
|
||||
// tangent space to world
|
||||
float3 sampleVec = tangentSample.x * right + tangentSample.y * up + tangentSample.z * N;
|
||||
|
||||
irradiance += TORQUE_TEXCUBE(environmentMap, sampleVec).rgb * cos(theta) * sin(theta);
|
||||
nrSamples++;
|
||||
}
|
||||
}
|
||||
irradiance = M_PI_F * irradiance * (1.0 / float(nrSamples));
|
||||
|
||||
return float4(irradiance, 1.0);
|
||||
}
|
||||
|
|
@ -0,0 +1,152 @@
|
|||
#include "../../shaderModelAutoGen.hlsl"
|
||||
|
||||
#include "farFrustumQuad.hlsl"
|
||||
#include "../../lighting.hlsl"
|
||||
#include "../../torque.hlsl"
|
||||
|
||||
struct ConvexConnectP
|
||||
{
|
||||
float4 pos : TORQUE_POSITION;
|
||||
float4 wsEyeDir : TEXCOORD0;
|
||||
float4 ssPos : TEXCOORD1;
|
||||
float4 vsEyeDir : TEXCOORD2;
|
||||
};
|
||||
|
||||
TORQUE_UNIFORM_SAMPLER2D(deferredBuffer, 0);
|
||||
TORQUE_UNIFORM_SAMPLER2D(colorBuffer, 1);
|
||||
TORQUE_UNIFORM_SAMPLER2D(matInfoBuffer, 2);
|
||||
TORQUE_UNIFORM_SAMPLERCUBE(cubeMap, 3);
|
||||
TORQUE_UNIFORM_SAMPLERCUBE(irradianceCubemap, 4);
|
||||
TORQUE_UNIFORM_SAMPLER2D(BRDFTexture, 5);
|
||||
uniform float cubeMips;
|
||||
|
||||
uniform float4 rtParams0;
|
||||
|
||||
uniform float3 probeWSPos;
|
||||
uniform float3 probeLSPos;
|
||||
uniform float4 vsFarPlane;
|
||||
|
||||
uniform float radius;
|
||||
uniform float2 attenuation;
|
||||
|
||||
uniform float4x4 worldToObj;
|
||||
uniform float4x4 cameraToWorld;
|
||||
|
||||
uniform float3 eyePosWorld;
|
||||
uniform float3 bbMin;
|
||||
uniform float3 bbMax;
|
||||
|
||||
uniform float useSphereMode;
|
||||
|
||||
float3 boxProject(float3 wsPosition, float3 reflectDir, float3 boxWSPos, float3 boxMin, float3 boxMax)
|
||||
{
|
||||
float3 nrdir = reflectDir;
|
||||
float3 offset = wsPosition;
|
||||
float3 plane1vec = (boxMax - offset) / nrdir;
|
||||
float3 plane2vec = (boxMin - offset) / nrdir;
|
||||
|
||||
float3 furthestPlane = max(plane1vec, plane2vec);
|
||||
float dist = min(min(furthestPlane.x, furthestPlane.y), furthestPlane.z);
|
||||
float3 posonbox = offset + nrdir * dist;
|
||||
|
||||
return posonbox - boxWSPos;
|
||||
}
|
||||
|
||||
float3 iblBoxSpecular(float3 normal, float3 wsPos, float roughness, float3 surfToEye,
|
||||
TORQUE_SAMPLER2D(brdfTexture),
|
||||
//TORQUE_SAMPLERCUBE(radianceCube),
|
||||
float3 boxPos,
|
||||
float3 boxMin,
|
||||
float3 boxMax)
|
||||
{
|
||||
float ndotv = clamp(dot(normal, surfToEye), 0.0, 1.0);
|
||||
|
||||
// BRDF
|
||||
float2 brdf = TORQUE_TEX2DLOD(brdfTexture, float4(roughness, ndotv,0.0,0.0)).xy;
|
||||
|
||||
// Radiance (Specular)
|
||||
float maxmip = pow(cubeMips+1,2);
|
||||
float lod = roughness*maxmip;
|
||||
float3 r = reflect(surfToEye, normal);
|
||||
float3 cubeR = normalize(r);
|
||||
cubeR = boxProject(wsPos, cubeR, boxPos, boxMin, boxMax);
|
||||
|
||||
float3 radiance = float3(1,1,1);//TORQUE_TEXCUBELOD(radianceCube, float4(cubeR, lod)).xyz * (brdf.x + brdf.y);
|
||||
|
||||
return radiance;
|
||||
}
|
||||
|
||||
float4 main(ConvexConnectP IN) : SV_TARGET
|
||||
{
|
||||
// Compute scene UV
|
||||
float3 ssPos = IN.ssPos.xyz / IN.ssPos.w;
|
||||
float2 uvScene = getUVFromSSPos( ssPos, rtParams0 );
|
||||
|
||||
//eye ray WS/LS
|
||||
float3 vsEyeRay = getDistanceVectorToPlane( -vsFarPlane.w, IN.vsEyeDir.xyz, vsFarPlane );
|
||||
float3 wsEyeRay = mul(cameraToWorld, float4(vsEyeRay, 0)).xyz;
|
||||
|
||||
//unpack normal and linear depth
|
||||
float4 normDepth = TORQUE_DEFERRED_UNCONDITION(deferredBuffer, uvScene);
|
||||
|
||||
//create surface
|
||||
Surface surface = createSurface( normDepth, TORQUE_SAMPLER2D_MAKEARG(colorBuffer),TORQUE_SAMPLER2D_MAKEARG(matInfoBuffer),
|
||||
uvScene, eyePosWorld, wsEyeRay, cameraToWorld);
|
||||
float blendVal = 1.0;
|
||||
|
||||
[unroll]
|
||||
for(float i=0; i < 10; i++)
|
||||
{
|
||||
float3 probeWSPos = float3(i * 1.1, 0, 2);
|
||||
float3 L = probeWSPos - surface.P;
|
||||
blendVal = 1.0-length(L)/radius;
|
||||
clip(blendVal);
|
||||
}
|
||||
|
||||
//render into the bound space defined above
|
||||
float3 surfToEye = normalize(surface.P - eyePosWorld);
|
||||
float3 irradiance = float3(1,0,0);//TORQUE_TEXCUBELOD(irradianceCubemap, float4(surface.N,0)).xyz;
|
||||
float3 specular = iblBoxSpecular(surface.N, surface.P, surface.roughness, surfToEye, TORQUE_SAMPLER2D_MAKEARG(BRDFTexture)/*, TORQUE_SAMPLERCUBE_MAKEARG(cubeMap)*/, probeWSPos, bbMin, bbMax);
|
||||
float3 F = FresnelSchlickRoughness(surface.NdotV, surface.f0, surface.roughness);
|
||||
specular *= F;
|
||||
//energy conservation
|
||||
float3 kD = 1.0.xxx - F;
|
||||
kD *= 1.0 - surface.metalness;
|
||||
//final diffuse color
|
||||
float3 diffuse = kD * irradiance * surface.baseColor.rgb;
|
||||
|
||||
return float4(diffuse + specular * surface.ao, blendVal);
|
||||
|
||||
/*float3 N = getCubeDir(face,IN.uv);
|
||||
float3 irradiance = 0;
|
||||
|
||||
// tangent space calculation from origin point
|
||||
float3 up = float3(0.0, 0.0, 1.0);
|
||||
float3 right = cross(up, N);
|
||||
up = cross(N, right);
|
||||
|
||||
float sampleDelta = 0.025;
|
||||
int nrSamples = 0;
|
||||
for(float phi = 0.0; phi < M_2PI_F; phi += sampleDelta)
|
||||
{
|
||||
for(float theta = 0.0; theta < M_HALFPI_F; theta += sampleDelta)
|
||||
{
|
||||
// spherical to cartesian (in tangent space)
|
||||
float3 tangentSample = float3(sin(theta) * cos(phi), sin(theta) * sin(phi), cos(theta));
|
||||
// tangent space to world
|
||||
float3 sampleVec = tangentSample.x * right + tangentSample.y * up + tangentSample.z * N;
|
||||
|
||||
irradiance += TORQUE_TEXCUBE(environmentMap, sampleVec).rgb * cos(theta) * sin(theta);
|
||||
nrSamples++;
|
||||
}
|
||||
}
|
||||
irradiance = M_PI_F * irradiance * (1.0 / float(nrSamples));
|
||||
|
||||
return float4(irradiance, 1.0);*/
|
||||
|
||||
//return float4(1,0,0,1);
|
||||
|
||||
//float4 texCoord = float4( 1,0,0, 1 );
|
||||
|
||||
//return texCoord;
|
||||
}
|
||||
|
|
@ -38,6 +38,11 @@ uniform float3 bbMax;
|
|||
|
||||
uniform float useSphereMode;
|
||||
|
||||
#define MAX_PROBES 50
|
||||
|
||||
uniform float numProbes;
|
||||
uniform float3 inProbePosArray[MAX_PROBES];
|
||||
|
||||
// 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/
|
||||
|
|
@ -112,7 +117,7 @@ float4 main( ConvexConnectP IN ) : SV_TARGET
|
|||
Surface surface = createSurface( normDepth, TORQUE_SAMPLER2D_MAKEARG(colorBuffer),TORQUE_SAMPLER2D_MAKEARG(matInfoBuffer),
|
||||
uvScene, eyePosWorld, wsEyeRay, cameraToWorld);
|
||||
float blendVal = 1.0;
|
||||
if(useSphereMode)
|
||||
/*if(useSphereMode)
|
||||
{
|
||||
float3 L = probeWSPos - surface.P;
|
||||
blendVal = 1.0-length(L)/radius;
|
||||
|
|
@ -125,11 +130,29 @@ float4 main( ConvexConnectP IN ) : SV_TARGET
|
|||
clip(blendVal);
|
||||
float compression = 0.05;
|
||||
blendVal=(1.0-compression)+blendVal*compression;
|
||||
}
|
||||
//render into the bound space defined above
|
||||
float3 surfToEye = normalize(surface.P - eyePosWorld);
|
||||
float3 irradiance = TORQUE_TEXCUBELOD(irradianceCubemap, float4(surface.N,0)).xyz;
|
||||
}*/
|
||||
|
||||
float3 surfToEye = normalize(surface.P - eyePosWorld);
|
||||
float3 irradiance = TORQUE_TEXCUBELOD(irradianceCubemap, float4(surface.N,0)).xyz;
|
||||
float3 specular = iblBoxSpecular(surface.N, surface.P, surface.roughness, surfToEye, TORQUE_SAMPLER2D_MAKEARG(BRDFTexture), TORQUE_SAMPLERCUBE_MAKEARG(cubeMap), probeWSPos, bbMin, bbMax);
|
||||
|
||||
int i;
|
||||
for(i=0; i < numProbes; i++)
|
||||
{
|
||||
float3 probeWS = inProbePosArray[i];
|
||||
|
||||
float3 L = probeWS - surface.P;
|
||||
blendVal = 1.0-length(L)/radius;
|
||||
//clip(blendVal);
|
||||
|
||||
irradiance = float3(blendVal,blendVal,blendVal);
|
||||
specular = irradiance;
|
||||
}
|
||||
|
||||
//render into the bound space defined above
|
||||
//
|
||||
//float3 irradiance = TORQUE_TEXCUBELOD(irradianceCubemap, float4(surface.N,0)).xyz;
|
||||
//float3 specular = iblBoxSpecular(surface.N, surface.P, surface.roughness, surfToEye, TORQUE_SAMPLER2D_MAKEARG(BRDFTexture), TORQUE_SAMPLERCUBE_MAKEARG(cubeMap), probeWSPos, bbMin, bbMax);
|
||||
float3 F = FresnelSchlickRoughness(surface.NdotV, surface.f0, surface.roughness);
|
||||
specular *= F;
|
||||
//energy conservation
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue