point light WIP & moved lighting position/direction to WS

This commit is contained in:
Tim Barnes 2018-11-14 20:58:47 +10:00
parent d74055619f
commit f0924c8dcd
6 changed files with 96 additions and 102 deletions

View file

@ -337,7 +337,7 @@ void AdvancedLightBinManager::render( SceneRenderState *state )
// Set up SG data
setupSGData( sgData, state, sunLight );
vectorMatInfo->setLightParameters( sunLight, state, worldToCameraXfm );
vectorMatInfo->setLightParameters( sunLight, state );
// Set light holds the active shadow map.
mShadowManager->setLightShadowMapForLight( sunLight );
@ -375,7 +375,7 @@ void AdvancedLightBinManager::render( SceneRenderState *state )
GFXDEBUGEVENT_SCOPE( AdvancedLightBinManager_Render_Light, ColorI::RED );
setupSGData( sgData, state, curLightInfo );
curLightMat->setLightParameters( curLightInfo, state, worldToCameraXfm );
curLightMat->setLightParameters( curLightInfo, state );
mShadowManager->setLightShadowMap( curEntry.shadowMap );
mShadowManager->setLightDynamicShadowMap( curEntry.dynamicShadowMap );
@ -703,7 +703,7 @@ void AdvancedLightBinManager::LightMaterialInfo::setViewParameters( const F32 _
matParams->setSafe( zNearFarInvNearFar, Point4F( _zNear, _zFar, 1.0f / _zNear, 1.0f / _zFar ) );
}
void AdvancedLightBinManager::LightMaterialInfo::setLightParameters( const LightInfo *lightInfo, const SceneRenderState* renderState, const MatrixF &worldViewOnly )
void AdvancedLightBinManager::LightMaterialInfo::setLightParameters( const LightInfo *lightInfo, const SceneRenderState* renderState )
{
MaterialParameters *matParams = matInstance->getMaterialParameters();
@ -728,9 +728,7 @@ void AdvancedLightBinManager::LightMaterialInfo::setLightParameters( const Light
{
case LightInfo::Vector:
{
VectorF lightDir = lightInfo->getDirection();
worldViewOnly.mulV(lightDir);
lightDir.normalize();
const VectorF lightDir = lightInfo->getDirection();
matParams->setSafe( lightDirection, lightDir );
// Set small number for alpha since it represents existing specular in
@ -769,8 +767,6 @@ void AdvancedLightBinManager::LightMaterialInfo::setLightParameters( const Light
matParams->setSafe( lightSpotParams, spotParams );
VectorF lightDir = lightInfo->getDirection();
worldViewOnly.mulV(lightDir);
lightDir.normalize();
matParams->setSafe( lightDirection, lightDir );
}
// Fall through
@ -779,10 +775,7 @@ void AdvancedLightBinManager::LightMaterialInfo::setLightParameters( const Light
{
const F32 radius = lightInfo->getRange().x;
matParams->setSafe( lightRange, radius );
Point3F lightPos;
worldViewOnly.mulP(lightInfo->getPosition(), &lightPos);
matParams->setSafe( lightPosition, lightPos );
matParams->setSafe( lightPosition, lightInfo->getPosition());
// Get the attenuation falloff ratio and normalize it.
Point3F attenRatio = lightInfo->getExtended<ShadowMapParams>()->attenuationRatio;

View file

@ -184,7 +184,7 @@ protected:
const PlaneF &farPlane,
const PlaneF &_vsFarPlane );
void setLightParameters( const LightInfo *light, const SceneRenderState* renderState, const MatrixF &worldViewOnly );
void setLightParameters( const LightInfo *light, const SceneRenderState* renderState );
};
protected:

View file

@ -104,7 +104,7 @@ struct Surface
NdotV = abs(dot(N, V)) + 1e-5f; // avoid artifact
albedo = baseColor.rgb * (1.0 - metalness);
f0 = lerp(float3_splat(0.04), baseColor.rgb, metalness);
f0 = lerp(0.04.xxx, baseColor.rgb, metalness);
R = -reflect(V, N);
float f90 = saturate(50.0 * dot(f0, 0.33));
@ -114,7 +114,7 @@ struct Surface
inline Surface CreateSurface(float4 gbuffer0, TORQUE_SAMPLER2D(gbufferTex1), TORQUE_SAMPLER2D(gbufferTex2), in float2 uv, in float3 wsEyePos, in float3 wsEyeRay, in float4x4 invView)
{
Surface surface;
Surface surface = (Surface)0;
float4 gbuffer1 = TORQUE_TEX2DLOD(gbufferTex1, float4(uv,0,0));
float4 gbuffer2 = TORQUE_TEX2DLOD(gbufferTex2, float4(uv,0,0));
@ -125,7 +125,7 @@ inline Surface CreateSurface(float4 gbuffer0, TORQUE_SAMPLER2D(gbufferTex1), TOR
surface.V = normalize(wsEyePos - surface.P);
surface.baseColor = gbuffer1;
const float minRoughness=1e-4;
surface.roughness = clamp(1.0 - gbuffer2.b, minRoughness, 1.0); //torque uses smoothness so we convert to roughness. Should really clamp during gbuffer pass though
surface.roughness = clamp(1.0 - gbuffer2.b, minRoughness, 1.0); //t3d uses smoothness, so we convert to roughness.
surface.roughness_brdf = surface.roughness * surface.roughness;
surface.metalness = gbuffer2.a;
surface.ao = gbuffer2.g;
@ -146,8 +146,7 @@ struct SurfaceToLight
inline SurfaceToLight CreateSurfaceToLight(in Surface surface, in float3 L)
{
SurfaceToLight surfaceToLight;
SurfaceToLight surfaceToLight = (SurfaceToLight)0;
surfaceToLight.L = normalize(L);
surfaceToLight.H = normalize(surface.V + surfaceToLight.L);
surfaceToLight.NdotL = saturate(dot(surfaceToLight.L, surface.N));
@ -169,7 +168,7 @@ float3 BRDF_GetSpecular(in Surface surface, in SurfaceToLight surfaceToLight)
float BRDF_GetDiffuse(in Surface surface, in SurfaceToLight surfaceToLight)
{
//getting some banding with disney method, using lambert instead - todo do some futher testing
//getting some banding with disney method, using lambert instead - todo futher testing
float Fd = 1.0 / M_PI_F;//Fr_DisneyDiffuse(surface.NdotV, surfaceToLight.NdotL, surfaceToLight.HdotV, surface.roughness) / M_PI_F;
return Fd;
}
@ -182,7 +181,7 @@ struct LightResult
inline LightResult GetDirectionalLight(in Surface surface, in SurfaceToLight surfaceToLight, float3 lightColor, float lightIntensity, float shadow)
{
LightResult result;
LightResult result = (LightResult)0;
float3 factor = lightColor * max(surfaceToLight.NdotL, 0) * shadow * lightIntensity;
result.diffuse = BRDF_GetDiffuse(surface,surfaceToLight) * factor;
result.spec = BRDF_GetSpecular(surface,surfaceToLight) * factor;
@ -192,3 +191,23 @@ inline LightResult GetDirectionalLight(in Surface surface, in SurfaceToLight sur
return result;
}
inline LightResult GetPointLight(in Surface surface, in SurfaceToLight surfaceToLight, float3 lightColor, float lightIntensity,float distToLight, float radius, float shadow)
{
LightResult result = (LightResult)0;
// Distance attenuation from Epic Games' paper
float distanceByRadius = 1.0f - pow((distToLight / radius), 4);
float clamped = pow(clamp(distanceByRadius, 0.0f, 1.0f), 2.0f);
float attenuation = clamped / (sqr(distToLight) + 1.0f);
float3 factor = lightColor * max(surfaceToLight.NdotL, 0) * shadow * lightIntensity * attenuation;
result.diffuse = BRDF_GetDiffuse(surface,surfaceToLight) * factor;
result.spec = BRDF_GetSpecular(surface,surfaceToLight) * factor;
result.diffuse = max(0.0f, result.diffuse);
result.spec = max(0.0f, result.spec);
return result;
}

View file

@ -131,9 +131,9 @@ uniform float4 lightParams;
uniform float lightRange;
uniform float shadowSoftness;
uniform float2 lightAttenuation;
uniform float4x4 worldToCamera;
uniform float3x3 viewToLightProj;
uniform float3x3 worldToLightProj;
uniform float3x3 dynamicViewToLightProj;
uniform float3 eyePosWorld;
@ -152,25 +152,14 @@ LightTargetOutput main( ConvexConnectP IN )
if (normDepth.w>0.9999)
return Output;
// Eye ray - Eye -> Pixel
float3 eyeRay = getDistanceVectorToPlane( -vsFarPlane.w, IN.vsEyeDir.xyz, vsFarPlane );
float3 viewSpacePos = eyeRay * normDepth.w;
// Build light vec, get length, clip pixel if needed
float3 lightVec = lightPosition - viewSpacePos;
float lenLightV = length(lightVec);
clip(lightRange - lenLightV);
//eye ray WS/VS
float3 vsEyeRay = getDistanceVectorToPlane( -vsFarPlane.w, IN.vsEyeDir.xyz, vsFarPlane );
float3 wsEyeRay = mul(cameraToWorld, float4(vsEyeRay, 0)).xyz;
// Get the attenuated falloff.
float atten = attenuate(lightColor, lightAttenuation, lenLightV);
clip(atten - 1e-6);
// Normalize lightVec
lightVec /= lenLightV;
//create surface
Surface surface = CreateSurface( normDepth, TORQUE_SAMPLER2D_MAKEARG(colorBuffer),TORQUE_SAMPLER2D_MAKEARG(matInfoBuffer),
uvScene, eyePosWorld, eyeRay, cameraToWorld);
uvScene, eyePosWorld, wsEyeRay, cameraToWorld);
//early out if emissive
if (getFlag(surface.matFlag, 0))
{
@ -178,80 +167,76 @@ LightTargetOutput main( ConvexConnectP IN )
Output.spec = surface.baseColor;
return Output;
}
// If we can do dynamic branching then avoid wasting
// fillrate on pixels that are backfacing to the light.
float nDotL = dot( lightVec, normDepth.xyz );
//DB_CLIP( nDotL < 0 );
//create surface to light
float3 wsLightDir = mul(cameraToWorld, float4(lightVec,0)).xyz;
SurfaceToLight surfaceToLight = CreateSurfaceToLight(surface, wsLightDir);//lightPosition - viewSpacePos);
float3 L = lightPosition - surface.P;
float dist = length(L);
LightResult result = (LightResult)0;
[branch]
if (dist < lightRange)
{
float distToLight = dist / lightRange;
SurfaceToLight surfaceToLight = CreateSurfaceToLight(surface, L);
#ifdef NO_SHADOW
#ifdef NO_SHADOW
float shadowed = 1.0;
#else
float shadowed = 1.0;
#ifdef SHADOW_CUBE
#else
// TODO: We need to fix shadow cube to handle soft shadows!
float occ = TORQUE_TEXCUBE( shadowMap, mul( worldToLightProj, -surfaceToLight.L ) ).r;
float shadowed = saturate( exp( lightParams.y * ( occ - distToLight ) ) );
// Get a linear depth from the light source.
float distToLight = lenLightV / lightRange;
#else
// Static
float2 shadowCoord = decodeShadowCoord( mul( worldToLightProj, -surfaceToLight.L ) ).xy;
float static_shadowed = softShadow_filter(TORQUE_SAMPLER2D_MAKEARG(shadowMap),
ssPos.xy,
shadowCoord,
shadowSoftness,
distToLight,
surfaceToLight.NdotL,
lightParams.y);
#ifdef SHADOW_CUBE
// Dynamic
float dynamic_shadowed = softShadow_filter(TORQUE_SAMPLER2D_MAKEARG(dynamicShadowMap),
ssPos.xy,
shadowCoord,
shadowSoftness,
distToLight,
surfaceToLight.NdotL,
lightParams.y);
// TODO: We need to fix shadow cube to handle soft shadows!
float occ = TORQUE_TEXCUBE(shadowMap, mul(viewToLightProj, -lightVec)).r;
float shadowed = saturate(exp(lightParams.y * (occ - distToLight)));
float shadowed = min(static_shadowed, dynamic_shadowed);
#else
#endif
#endif // !NO_SHADOW
float3 lightcol = lightColor.rgb;
/*#ifdef USE_COOKIE_TEX
// Static
float2 shadowCoord = decodeShadowCoord(mul(viewToLightProj, -lightVec)).xy;
float static_shadowed = softShadow_filter(TORQUE_SAMPLER2D_MAKEARG(shadowMap),
ssPos.xy,
shadowCoord,
shadowSoftness,
distToLight,
surfaceToLight.NdotL,
lightParams.y);
// Lookup the cookie sample.
float4 cookie = TORQUE_TEXCUBE(cookieMap, mul(viewToLightProj, -surfaceToLight.L));
// Dynamic
float2 dynamicShadowCoord = decodeShadowCoord(mul(dynamicViewToLightProj, -lightVec)).xy;
float dynamic_shadowed = softShadow_filter(TORQUE_SAMPLER2D_MAKEARG(dynamicShadowMap),
ssPos.xy,
dynamicShadowCoord,
shadowSoftness,
distToLight,
surfaceToLight.NdotL,
lightParams.y);
// Multiply the light with the cookie tex.
lightcol *= cookie.rgb;
float shadowed = min(static_shadowed, dynamic_shadowed);
// Use a maximum channel luminance to attenuate
// the lighting else we get specular in the dark
// regions of the cookie texture.
atten *= max(cookie.r, max(cookie.g, cookie.b));
#endif
#endif*/
#endif // !NO_SHADOW
float3 lightcol = lightColor.rgb;
#ifdef USE_COOKIE_TEX
// Lookup the cookie sample.
float4 cookie = TORQUE_TEXCUBE(cookieMap, mul(viewToLightProj, -lightVec));
// Multiply the light with the cookie tex.
lightcol *= cookie.rgb;
// Use a maximum channel luminance to attenuate
// the lighting else we get specular in the dark
// regions of the cookie texture.
atten *= max(cookie.r, max(cookie.g, cookie.b));
#endif
//get directional light contribution
LightResult result = GetDirectionalLight(surface, surfaceToLight, lightColor.rgb, lightBrightness, shadowed);
//get point light contribution
result = GetPointLight(surface, surfaceToLight, lightcol, lightBrightness, dist, lightRange, shadowed);
}
//output
Output.diffuse = float4(result.diffuse*atten, 0);
Output.spec = float4(result.spec*atten, 0);
Output.diffuse = float4(result.diffuse, 0);
Output.spec = float4(result.spec, 0);
return Output;
}

View file

@ -203,9 +203,8 @@ LightTargetOutput main(FarFrustumQuadConnectP IN)
return Output;
}
//create surface to light
float3 wsLightDir = mul(cameraToWorld, float4(lightDirection,0)).xyz;
SurfaceToLight surfaceToLight = CreateSurfaceToLight(surface, -wsLightDir);
//create surface to light
SurfaceToLight surfaceToLight = CreateSurfaceToLight(surface, -lightDirection);
//light color might be changed by PSSM_DEBUG_RENDER
float3 lightingColor = lightColor.rgb;

View file

@ -346,6 +346,4 @@ float3 getCubeDir(int face, float2 uv)
}
#define sqr(a) ((a)*(a))
#define float4_splat(a) float4(a,a,a,a)
#define float3_splat(a) float3(a,a,a)
#endif // _TORQUE_HLSL_