Updates and fixes to probe and lighting logic.

This commit is contained in:
Areloch 2018-09-17 01:52:18 -05:00
parent b19a4b22c8
commit f31445751f
23 changed files with 568 additions and 1466 deletions

View file

@ -3,6 +3,8 @@
#include "gfx/gfxTextureManager.h"
#include "gfx/gfxTransformSaver.h"
#include "gfx/bitmap/cubemapSaver.h"
#include "core/stream/fileStream.h"
#include "gfx/bitmap/imageUtils.h"
namespace IBLUtilities
{
@ -56,6 +58,44 @@ namespace IBLUtilities
GFX->popActiveRenderTarget();
}
void GenerateAndSaveIrradianceMap(String outputPath, S32 resolution, GFXCubemapHandle cubemap, GFXCubemapHandle &cubemapOut)
{
if (outputPath.isEmpty())
{
Con::errorf("IBLUtilities::GenerateAndSaveIrradianceMap - Cannot save to an empty path!");
return;
}
GFXTextureTargetRef renderTarget = GFX->allocRenderToTextureTarget(false);
IBLUtilities::GenerateIrradianceMap(renderTarget, cubemap, cubemapOut);
//Write it out
CubemapSaver::save(cubemapOut, outputPath);
if (!Platform::isFile(outputPath))
{
Con::errorf("IBLUtilities::GenerateAndSaveIrradianceMap - Failed to properly save out the baked irradiance!");
}
}
void SaveCubeMap(String outputPath, GFXCubemapHandle &cubemap)
{
if (outputPath.isEmpty())
{
Con::errorf("IBLUtilities::SaveCubeMap - Cannot save to an empty path!");
return;
}
//Write it out
CubemapSaver::save(cubemap, outputPath);
if (!Platform::isFile(outputPath))
{
Con::errorf("IBLUtilities::SaveCubeMap - Failed to properly save out the baked irradiance!");
}
}
void GeneratePrefilterMap(GFXTextureTargetRef renderTarget, GFXCubemapHandle cubemap, U32 mipLevels, GFXCubemapHandle &cubemapOut)
{
GFXTransformSaver saver;
@ -73,8 +113,8 @@ namespace IBLUtilities
GFXShaderConstHandle* prefilterFaceSC = prefilterShader->getShaderConstHandle("$face");
GFXShaderConstHandle* prefilterRoughnessSC = prefilterShader->getShaderConstHandle("$roughness");
GFXShaderConstHandle* prefilterMipSizeSC = prefilterShader->getShaderConstHandle("$mipSize");
GFXShaderConstHandle* prefilterResolutionSC = prefilterShader->getShaderConstHandle("$resolution");
GFXShaderConstHandle* prefilterResolutionSC = prefilterShader->getShaderConstHandle("$resolution");
GFX->pushActiveRenderTarget();
GFX->setShader(prefilterShader);
GFX->setShaderConstBuffer(prefilterConsts);
@ -82,10 +122,13 @@ namespace IBLUtilities
U32 prefilterSize = cubemapOut->getSize();
U32 resolutionSize = prefilterSize;
for (U32 face = 0; face < 6; face++)
{
prefilterConsts->setSafe(prefilterFaceSC, (S32)face);
prefilterConsts->setSafe(prefilterResolutionSC, renderTarget->getSize().x);
prefilterConsts->setSafe(prefilterResolutionSC, (S32)resolutionSize);
for (U32 mip = 0; mip < mipLevels; mip++)
{
S32 mipSize = prefilterSize >> mip;
@ -105,6 +148,27 @@ namespace IBLUtilities
GFX->popActiveRenderTarget();
}
void GenerateAndSavePrefilterMap(String outputPath, S32 resolution, GFXCubemapHandle cubemap, U32 mipLevels, GFXCubemapHandle &cubemapOut)
{
if (outputPath.isEmpty())
{
Con::errorf("IBLUtilities::GenerateAndSavePrefilterMap - Cannot save to an empty path!");
return;
}
GFXTextureTargetRef renderTarget = GFX->allocRenderToTextureTarget(false);
IBLUtilities::GeneratePrefilterMap(renderTarget, cubemap, mipLevels, cubemapOut);
//Write it out
CubemapSaver::save(cubemapOut, outputPath);
if (!Platform::isFile(outputPath))
{
Con::errorf("IBLUtilities::GenerateAndSavePrefilterMap - Failed to properly save out the baked irradiance!");
}
}
void GenerateBRDFTexture(GFXTexHandle &textureOut)
{
GFXTransformSaver saver;
@ -133,6 +197,33 @@ namespace IBLUtilities
GFX->popActiveRenderTarget();
}
GFXTexHandle GenerateAndSaveBRDFTexture(String outputPath, S32 resolution)
{
GFXTexHandle brdfTexture = TEXMGR->createTexture(resolution, resolution, GFXFormatR8G8B8A8, &GFXRenderTargetProfile, 1, 0);
GenerateBRDFTexture(brdfTexture);
FileStream fs;
if (fs.open(outputPath, Torque::FS::File::Write))
{
// Read back the render target, dxt compress it, and write it to disk.
GBitmap brdfBmp(brdfTexture.getHeight(), brdfTexture.getWidth(), false, GFXFormatR8G8B8A8);
brdfTexture.copyToBmp(&brdfBmp);
brdfBmp.extrudeMipLevels();
DDSFile *brdfDDS = DDSFile::createDDSFileFromGBitmap(&brdfBmp);
ImageUtil::ddsCompress(brdfDDS, GFXFormatBC1);
// Write result to file stream
brdfDDS->write(fs);
delete brdfDDS;
}
fs.close();
return brdfTexture;
}
void bakeReflection(String outputPath, S32 resolution)
{
//GFXDEBUGEVENT_SCOPE(ReflectionProbe_Bake, ColorI::WHITE);
@ -464,7 +555,7 @@ namespace IBLUtilities
}
//If we fail to parse the cubemap for whatever reason, we really can't continue
if (!CubemapSaver::getBitmaps(cubemap, GFXFormatR8G8B8, cubeFaceBitmaps))
if (!CubemapSaver::getBitmaps(cubemap, GFXFormatR8G8B8A8, cubeFaceBitmaps))
return;
//Set up our constants
@ -570,4 +661,10 @@ namespace IBLUtilities
return angle;
}
};
};
DefineEngineFunction(GenerateBRDFTexture, bool, (String outputPath, S32 resolution), ("", 256),
"@brief returns true if control object is inside the fog\n\n.")
{
return IBLUtilities::GenerateAndSaveBRDFTexture(outputPath, resolution);
}

View file

@ -3,9 +3,14 @@
namespace IBLUtilities
{
void GenerateIrradianceMap(GFXTextureTargetRef renderTarget, GFXCubemapHandle cubemap, GFXCubemapHandle &cubemapOut);
void GenerateAndSaveIrradianceMap(String outputPath, S32 resolution, GFXCubemapHandle cubemap, GFXCubemapHandle &cubemapOut);
void GeneratePrefilterMap(GFXTextureTargetRef renderTarget, GFXCubemapHandle cubemap, U32 mipLevels, GFXCubemapHandle &cubemapOut);
void GenerateAndSavePrefilterMap(String outputPath, S32 resolution, GFXCubemapHandle cubemap, U32 mipLevels, GFXCubemapHandle &cubemapOut);
void SaveCubeMap(String outputPath, GFXCubemapHandle &cubemap);
GFXTexHandle GenerateAndSaveBRDFTexture(String outputPath, S32 resolution);
void GenerateBRDFTexture(GFXTexHandle &textureOut);
void bakeReflection(String outputPath, S32 resolution);

File diff suppressed because it is too large Load diff

View file

@ -78,7 +78,7 @@ public:
DynamicCubemap = 5,
};
private:
protected:
// Networking masks
// We need to implement a mask specifically to handle
@ -115,24 +115,24 @@ private:
//Indirect Lighting Contribution stuff
IndrectLightingModeType mIndrectLightingModeType;
LinearColorF mAmbientColor;
LinearColorF mSphericalHarmonics;
//Reflection Contribution stuff
ReflectionModeType mReflectionModeType;
F32 mRadius;
Point3F mProbePosOffset;
bool mEditPosOffset;
String mCubemapName;
CubemapData *mCubemap;
CubemapData *mStaticCubemap;
GFXCubemapHandle mDynamicCubemap;
bool mUseCubemap;
//irridiance resources
GFXCubemapHandle mIrridianceMap;
CubemapData *mIrridianceMap;
//prefilter resources
GFXCubemapHandle mPrefilterMap;
CubemapData *mPrefilterMap;
U32 mPrefilterMipLevels;
U32 mPrefilterSize;
@ -190,17 +190,12 @@ public:
static bool _setEnabled(void *object, const char *index, const char *data);
static bool _doBake(void *object, const char *index, const char *data);
static bool protectedSetSHTerms(void *object, const char *index, const char *data);
static bool protectedSetSHConsts(void *object, const char *index, const char *data);
static bool _toggleEditPosOffset(void *object, const char *index, const char *data);
// Handle when we are added to the scene and removed from the scene
bool onAdd();
void onRemove();
virtual void writeFields(Stream &stream, U32 tabStop);
virtual bool writeField(StringTableEntry fieldname, const char *value);
// Override this so that we can dirty the network flag when it is called
void setTransform(const MatrixF &mat);
@ -240,29 +235,9 @@ public:
void setPreviewMatParameters(SceneRenderState* renderState, BaseMatInstance* mat);
//Spherical Harmonics
void calculateSHTerms();
F32 texelSolidAngle(F32 aU, F32 aV, U32 width, U32 height);
F32 areaElement(F32 x, F32 y);
//
MatrixF getSideMatrix(U32 side);
LinearColorF decodeSH(Point3F normal);
//
void calcDirectionVector(U32 face, U32 face_x, U32 face_y, F32& out_x, F32& out_y, F32& out_z) const;
F32 calcSolidAngle(U32 face, U32 x, U32 y) const;
LinearColorF sampleFace(U32 face, F32 s, F32 t);
LinearColorF readTexelClamped(U32 face, U32 x, U32 y);
void computeTexCoords(F32 x, F32 y, F32 z, U32& out_face, F32& out_s, F32& out_t);
LinearColorF readTexel(U32 face, U32 x, U32 y) const;
//
LinearColorF sampleSide(U32 termindex, U32 sideIndex);
F32 harmonics(U32 termId, Point3F normal);
//Baking
String getPrefilterMapPath();
String getIrradianceMapPath();
void bake(String outputPath, S32 resolution);
};

View file

@ -59,7 +59,6 @@
extern bool gEditingMission;
extern ColorI gCanvasClearColor;
bool Skylight::smRenderSkylights = true;
bool Skylight::smRenderPreviewProbes = true;
IMPLEMENT_CO_NETOBJECT_V1(Skylight);
@ -74,54 +73,16 @@ ConsoleDocClass(Skylight,
"See the C++ code for implementation details.\n\n"
"@ingroup Examples\n");
ImplementEnumType(SkylightReflectionModeEnum,
"Type of mesh data available in a shape.\n"
"@ingroup gameObjects")
{ Skylight::StaticCubemap, "Static Cubemap", "Uses a static CubemapData" },
{ Skylight::BakedCubemap, "Baked Cubemap", "Uses a cubemap baked from the probe's current position" },
EndImplementEnumType;
//-----------------------------------------------------------------------------
// Object setup and teardown
//-----------------------------------------------------------------------------
Skylight::Skylight()
Skylight::Skylight() : ReflectionProbe()
{
// Flag this object so that it will always
// be sent across the network to clients
mNetFlags.set(Ghostable | ScopeAlways);
mTypeMask = LightObjectType | MarkerObjectType;
mReflectionModeType = StaticCubemap;
mEnabled = true;
mBake = false;
mDirty = false;
mCubemap = NULL;
mReflectionPath = "";
mProbeUniqueID = "";
mEditorShapeInst = NULL;
mEditorShape = NULL;
mIrridianceMap = NULL;
mPrefilterMap = NULL;
mBrdfTexture = NULL;
mResourcesCreated = false;
mPrefilterSize = 512;
mPrefilterMipLevels = 6;
mProbeInfo = new ProbeInfo();
}
Skylight::~Skylight()
{
if (mEditorShapeInst)
SAFE_DELETE(mEditorShapeInst);
if (mReflectionModeType != StaticCubemap && mCubemap)
mCubemap->deleteObject();
}
//-----------------------------------------------------------------------------
@ -129,34 +90,6 @@ Skylight::~Skylight()
//-----------------------------------------------------------------------------
void Skylight::initPersistFields()
{
addGroup("Rendering");
addProtectedField("enabled", TypeBool, Offset(mEnabled, Skylight),
&_setEnabled, &defaultProtectedGetFn, "Regenerate Voxel Grid");
endGroup("Rendering");
addGroup("Reflection");
//addField("ReflectionMode", TypeSkylightReflectionModeEnum, Offset(mReflectionModeType, Skylight),
// "The type of mesh data to use for collision queries.");
//addField("reflectionPath", TypeImageFilename, Offset(mReflectionPath, Skylight),
// "The type of mesh data to use for collision queries.");
addField("StaticCubemap", TypeCubemapName, Offset(mCubemapName, Skylight), "Cubemap used instead of reflection texture if fullReflect is off.");
//addProtectedField("Bake", TypeBool, Offset(mBake, Skylight),
// &_doBake, &defaultProtectedGetFn, "Regenerate Voxel Grid", AbstractClassRep::FieldFlags::FIELD_ComponentInspectors);
endGroup("Reflection");
Con::addVariable("$Light::renderSkylights", TypeBool, &Skylight::smRenderSkylights,
"Toggles rendering of light frustums when the light is selected in the editor.\n\n"
"@note Only works for shadow mapped lights.\n\n"
"@ingroup Lighting");
Con::addVariable("$Light::renderPreviewProbes", TypeBool, &Skylight::smRenderPreviewProbes,
"Toggles rendering of light frustums when the light is selected in the editor.\n\n"
"@note Only works for shadow mapped lights.\n\n"
"@ingroup Lighting");
// SceneObject already handles exposing the transform
Parent::initPersistFields();
}
@ -172,64 +105,16 @@ void Skylight::inspectPostApply()
setMaskBits(-1);
}
bool Skylight::_setEnabled(void *object, const char *index, const char *data)
{
Skylight* probe = reinterpret_cast< Skylight* >(object);
probe->mEnabled = dAtob(data);
probe->setMaskBits(-1);
return true;
}
bool Skylight::_doBake(void *object, const char *index, const char *data)
{
Skylight* probe = reinterpret_cast< Skylight* >(object);
if (probe->mDirty)
probe->bake(probe->mReflectionPath, 256);
return false;
}
bool Skylight::onAdd()
{
if (!Parent::onAdd())
return false;
mObjBox.minExtents.set(-1, -1, -1);
mObjBox.maxExtents.set(1, 1, 1);
// Skip our transform... it just dirties mask bits.
Parent::setTransform(mObjToWorld);
resetWorldBox();
// Add this object to the scene
addToScene();
if (isServerObject())
{
if (!mPersistentId)
mPersistentId = getOrCreatePersistentId();
mProbeUniqueID = std::to_string(mPersistentId->getUUID().getHash()).c_str();
}
// Refresh this object's material (if any)
if (isClientObject())
updateMaterial();
setMaskBits(-1);
return true;
}
void Skylight::onRemove()
{
// Remove this object from the scene
removeFromScene();
Parent::onRemove();
}
@ -250,39 +135,6 @@ U32 Skylight::packUpdate(NetConnection *conn, U32 mask, BitStream *stream)
// Allow the Parent to get a crack at writing its info
U32 retMask = Parent::packUpdate(conn, mask, stream);
if (stream->writeFlag(mask & InitialUpdateMask))
{
//initial work, just in case?
}
// Write our transform information
if (stream->writeFlag(mask & TransformMask))
{
mathWrite(*stream, getTransform());
mathWrite(*stream, getScale());
}
/*if (stream->writeFlag(mask & BakeInfoMask))
{
stream->write(mReflectionPath);
stream->write(mProbeUniqueID);
}*/
if (stream->writeFlag(mask & EnabledMask))
{
stream->writeFlag(mEnabled);
}
/*if (stream->writeFlag(mask & ModeMask))
{
stream->write((U32)mReflectionModeType);
}*/
if (stream->writeFlag(mask & CubemapMask))
{
stream->write(mCubemapName);
}
return retMask;
}
@ -290,72 +142,6 @@ void Skylight::unpackUpdate(NetConnection *conn, BitStream *stream)
{
// Let the Parent read any info it sent
Parent::unpackUpdate(conn, stream);
if (stream->readFlag())
{
//some initial work?
createGeometry();
}
if (stream->readFlag()) // TransformMask
{
mathRead(*stream, &mObjToWorld);
mathRead(*stream, &mObjScale);
setTransform(mObjToWorld);
}
/*if (stream->readFlag()) // BakeInfoMask
{
stream->read(&mReflectionPath);
stream->read(&mProbeUniqueID);
}*/
if (stream->readFlag()) // EnabledMask
{
mEnabled = stream->readFlag();
}
bool isMaterialDirty = false;
/*if (stream->readFlag()) // ModeMask
{
U32 reflectModeType = StaticCubemap;
stream->read(&reflectModeType);
mReflectionModeType = (ReflectionModeType)reflectModeType;
isMaterialDirty = true;
}*/
if (stream->readFlag()) // CubemapMask
{
stream->read(&mCubemapName);
isMaterialDirty = true;
}
updateProbeParams();
if(isMaterialDirty)
updateMaterial();
}
void Skylight::createGeometry()
{
// Clean up our previous shape
if (mEditorShapeInst)
SAFE_DELETE(mEditorShapeInst);
mEditorShape = NULL;
String shapeFile = "tools/resources/ReflectProbeSphere.dae";
// Attempt to get the resource from the ResourceManager
mEditorShape = ResourceManager::get().load(shapeFile);
if (mEditorShape)
{
mEditorShapeInst = new TSShapeInstance(mEditorShape, isClientObject());
}
}
//-----------------------------------------------------------------------------
@ -367,18 +153,12 @@ void Skylight::updateProbeParams()
if (mProbeInfo == nullptr)
return;
mProbeInfo->mIntensity = 1;
mProbeInfo->mAmbient = LinearColorF(0, 0, 0, 0);
Parent::updateProbeParams();
mProbeInfo->mProbeShapeType = ProbeInfo::Sphere;
mProbeInfo->setPosition(getPosition());
//Update the bounds
mObjBox.minExtents.set(-1, -1, -1);
mObjBox.maxExtents.set(1, 1, 1);
// Skip our transform... it just dirties mask bits.
Parent::setTransform(mObjToWorld);
@ -395,197 +175,12 @@ void Skylight::updateProbeParams()
setGlobalBounds();
mProbeInfo->mAmbient = LinearColorF(1, 1, 1, 1);
mProbeInfo->mIsSkylight = true;
mProbeInfo->mScore = -1.0f; //sky comes first
}
bool Skylight::createClientResources()
{
//irridiance resources
mIrridianceMap = GFX->createCubemap();
mIrridianceMap->initDynamic(128, GFXFormatR16G16B16A16F, 1);
//prefilter resources - we share the irridiance stateblock
mPrefilterMap = GFX->createCubemap();
mPrefilterMap->initDynamic(mPrefilterSize, GFXFormatR16G16B16A16F, mPrefilterMipLevels);
//brdf lookup resources
//make the brdf lookup texture the same size as the prefilter texture
mBrdfTexture = TEXMGR->createTexture(mPrefilterSize, mPrefilterSize, GFXFormatR16G16B16A16F, &GFXRenderTargetProfile, 1, 0);
mResourcesCreated = true;
return true;
}
void Skylight::updateMaterial()
{
if ((mReflectionModeType == BakedCubemap) && !mProbeUniqueID.isEmpty())
{
bool validCubemap = true;
char fileName[256];
dSprintf(fileName, 256, "%s%s.DDS", mReflectionPath.c_str(), mProbeUniqueID.c_str());
Vector<FileName> fileNames;
if (Platform::isFile(fileName))
{
if (!mCubemap)
{
mCubemap = new CubemapData();
mCubemap->registerObject();
}
mCubemap->setCubemapFile(FileName(fileName));
}
else
{
validCubemap = false;
}
if (validCubemap)
{
if (mCubemap->mCubemap)
mCubemap->updateFaces();
else
mCubemap->createMap();
mDirty = false;
mProbeInfo->mCubemap = &mCubemap->mCubemap;
}
/*for (U32 i = 0; i < 6; ++i)
{
char faceFile[256];
dSprintf(faceFile, sizeof(faceFile), "%s%s_%i.png", mReflectionPath.c_str(),
mProbeUniqueID.c_str(), i);
if (Platform::isFile(faceFile))
{
fileNames.push_back(FileName(faceFile));
}
else
{
validCubemap = false;
break;
}
}
if (validCubemap)
{
if (!mCubemap)
{
mCubemap = new CubemapData();
mCubemap->registerObject();
}
for(U32 i=0; i < 6; i++)
mCubemap->setCubeFaceFile(i, fileNames[i]);
mCubemap->createMap();
mCubemap->updateFaces();
mProbeInfo->mCubemap = &mCubemap->mCubemap;
}*/
}
else if (mReflectionModeType == StaticCubemap && !mCubemapName.isEmpty())
{
Sim::findObject(mCubemapName, mCubemap);
if (!mCubemap)
return;
if (mCubemap->mCubemap)
mCubemap->updateFaces();
else
mCubemap->createMap();
mProbeInfo->mCubemap = &mCubemap->mCubemap;
}
//calculateSHTerms();
generateTextures();
//Now that the work is done, assign the relevent maps
if (mPrefilterMap.isValid())
{
mProbeInfo->mCubemap = &mPrefilterMap;
mProbeInfo->mIrradianceCubemap = &mIrridianceMap;
mProbeInfo->mBRDFTexture = &mBrdfTexture;
}
}
void Skylight::generateTextures()
{
if (!mCubemap)
return;
if (!mResourcesCreated)
{
if (!createClientResources())
{
Con::errorf("SkyLight::createIrridianceMap: Failed to create resources");
return;
}
}
//GFXTransformSaver saver;
GFXTextureTargetRef renderTarget = GFX->allocRenderToTextureTarget(false);
IBLUtilities::GenerateIrradianceMap(renderTarget, mCubemap->mCubemap, mIrridianceMap);
//Write it out
char fileName[256];
dSprintf(fileName, 256, "levels/test/irradiance.DDS");
CubemapSaver::save(mIrridianceMap, fileName);
if (!Platform::isFile(fileName))
{
Con::errorf("Failed to properly save out the skylight baked irradiance!");
}
//create prefilter cubemap (radiance)
IBLUtilities::GeneratePrefilterMap(renderTarget, mCubemap->mCubemap, mPrefilterMipLevels, mPrefilterMap);
//Write it out
fileName[256];
dSprintf(fileName, 256, "levels/test/prefilter.DDS");
CubemapSaver::save(mPrefilterMap, fileName);
if (!Platform::isFile(fileName))
{
Con::errorf("Failed to properly save out the skylight baked irradiance!");
}
//create brdf lookup
IBLUtilities::GenerateBRDFTexture(mBrdfTexture);
/*FileStream fs;
if (fs.open("levels/test/brdf.DDS", Torque::FS::File::Write))
{
// Read back the render target, dxt compress it, and write it to disk.
GBitmap brdfBmp(mBrdfTexture.getHeight(), mBrdfTexture.getWidth(), false, GFXFormatR8G8B8A8);
mBrdfTexture.copyToBmp(&brdfBmp);
brdfBmp.extrudeMipLevels();
DDSFile *brdfDDS = DDSFile::createDDSFileFromGBitmap(&brdfBmp);
ImageUtil::ddsCompress(brdfDDS, GFXFormatBC1);
// Write result to file stream
brdfDDS->write(fs);
delete brdfDDS;
}
fs.close();*/
}
void Skylight::prepRenderImage(SceneRenderState *state)
{
if (!mEnabled || !Skylight::smRenderSkylights)
@ -606,7 +201,7 @@ void Skylight::prepRenderImage(SceneRenderState *state)
PROBEMGR->registerSkylight(mProbeInfo, this);
if (Skylight::smRenderPreviewProbes && gEditingMission && mEditorShapeInst && mCubemap != nullptr)
if (Skylight::smRenderPreviewProbes && gEditingMission && mEditorShapeInst && mPrefilterMap != nullptr)
{
GFXTransformSaver saver;
@ -670,230 +265,11 @@ void Skylight::prepRenderImage(SceneRenderState *state)
void Skylight::setPreviewMatParameters(SceneRenderState* renderState, BaseMatInstance* mat)
{
if (!mat->getFeatures().hasFeature(MFT_isDeferred))
return;
//Set up the params
MaterialParameters *matParams = mat->getMaterialParameters();
//Get the deferred render target
NamedTexTarget* deferredTexTarget = NamedTexTarget::find("deferred");
GFXTextureObject *deferredTexObject = deferredTexTarget->getTexture();
if (!deferredTexObject)
return;
GFX->setTexture(0, deferredTexObject);
//Set the cubemap
GFX->setCubeTexture(1, mCubemap->mCubemap);
//Set the invViewMat
MatrixSet &matrixSet = renderState->getRenderPass()->getMatrixSet();
const MatrixF &worldToCameraXfm = matrixSet.getWorldToCamera();
MaterialParameterHandle *invViewMat = mat->getMaterialParameterHandle("$invViewMat");
matParams->setSafe(invViewMat, worldToCameraXfm);
Parent::setPreviewMatParameters(renderState, mat);
}
DefineEngineMethod(Skylight, postApply, void, (), ,
"A utility method for forcing a network update.\n")
{
object->inspectPostApply();
}
void Skylight::bake(String outputPath, S32 resolution)
{
GFXDEBUGEVENT_SCOPE(Skylight_Bake, ColorI::WHITE);
PostEffect *preCapture = dynamic_cast<PostEffect*>(Sim::findObject("AL_PreCapture"));
PostEffect *deferredShading = dynamic_cast<PostEffect*>(Sim::findObject("AL_DeferredShading"));
if (preCapture)
preCapture->enable();
if (deferredShading)
deferredShading->disable();
//if (mReflectionModeType == StaticCubemap || mReflectionModeType == BakedCubemap || mReflectionModeType == SkyLight)
{
if (!mCubemap)
{
mCubemap = new CubemapData();
mCubemap->registerObject();
}
}
if (mReflectionModeType == BakedCubemap)
{
if (mReflectionPath.isEmpty() || !mPersistentId)
{
if (!mPersistentId)
mPersistentId = getOrCreatePersistentId();
mReflectionPath = outputPath.c_str();
mProbeUniqueID = std::to_string(mPersistentId->getUUID().getHash()).c_str();
}
}
bool validCubemap = true;
// Save the current transforms so we can restore
// it for child control rendering below.
GFXTransformSaver saver;
//bool saveEditingMission = gEditingMission;
//gEditingMission = false;
//Set this to true to use the prior method where it goes through the SPT_Reflect path for the bake
bool probeRenderState = Skylight::smRenderSkylights;
Skylight::smRenderSkylights = false;
for (U32 i = 0; i < 6; ++i)
{
GFXTexHandle blendTex;
blendTex.set(resolution, resolution, GFXFormatR8G8B8A8, &GFXRenderTargetProfile, "");
GFXTextureTargetRef mBaseTarget = GFX->allocRenderToTextureTarget();
GFX->clearTextureStateImmediate(0);
mBaseTarget->attachTexture(GFXTextureTarget::Color0, blendTex);
// Standard view that will be overridden below.
VectorF vLookatPt(0.0f, 0.0f, 0.0f), vUpVec(0.0f, 0.0f, 0.0f), vRight(0.0f, 0.0f, 0.0f);
switch (i)
{
case 0: // D3DCUBEMAP_FACE_POSITIVE_X:
vLookatPt = VectorF(1.0f, 0.0f, 0.0f);
vUpVec = VectorF(0.0f, 1.0f, 0.0f);
break;
case 1: // D3DCUBEMAP_FACE_NEGATIVE_X:
vLookatPt = VectorF(-1.0f, 0.0f, 0.0f);
vUpVec = VectorF(0.0f, 1.0f, 0.0f);
break;
case 2: // D3DCUBEMAP_FACE_POSITIVE_Y:
vLookatPt = VectorF(0.0f, 1.0f, 0.0f);
vUpVec = VectorF(0.0f, 0.0f, -1.0f);
break;
case 3: // D3DCUBEMAP_FACE_NEGATIVE_Y:
vLookatPt = VectorF(0.0f, -1.0f, 0.0f);
vUpVec = VectorF(0.0f, 0.0f, 1.0f);
break;
case 4: // D3DCUBEMAP_FACE_POSITIVE_Z:
vLookatPt = VectorF(0.0f, 0.0f, 1.0f);
vUpVec = VectorF(0.0f, 1.0f, 0.0f);
break;
case 5: // D3DCUBEMAP_FACE_NEGATIVE_Z:
vLookatPt = VectorF(0.0f, 0.0f, -1.0f);
vUpVec = VectorF(0.0f, 1.0f, 0.0f);
break;
}
// create camera matrix
VectorF cross = mCross(vUpVec, vLookatPt);
cross.normalizeSafe();
MatrixF matView(true);
matView.setColumn(0, cross);
matView.setColumn(1, vLookatPt);
matView.setColumn(2, vUpVec);
matView.setPosition(getPosition());
matView.inverse();
// set projection to 90 degrees vertical and horizontal
F32 left, right, top, bottom;
F32 nearPlane = 100.f;
F32 farDist = 10000.f;
MathUtils::makeFrustum(&left, &right, &top, &bottom, M_HALFPI_F, 1.0f, nearPlane);
Frustum frustum(false, left, right, top, bottom, nearPlane, farDist);
renderFrame(&mBaseTarget, matView, frustum, StaticObjectType | StaticShapeObjectType & EDITOR_RENDER_TYPEMASK, ColorI::RED);
mBaseTarget->resolve();
mCubemap->setCubeFaceTexture(i, blendTex);
char fileName[256];
dSprintf(fileName, 256, "%s%s_%i.png", mReflectionPath.c_str(),
mProbeUniqueID.c_str(), i);
FileStream stream;
if (!stream.open(fileName, Torque::FS::File::Write))
{
Con::errorf("ReflectionProbe::bake(): Couldn't open cubemap face file fo writing " + String(fileName));
if (preCapture)
preCapture->disable();
if (deferredShading)
deferredShading->enable();
return;
}
GBitmap bitmap(blendTex->getWidth(), blendTex->getHeight(), false, GFXFormatR8G8B8);
blendTex->copyToBmp(&bitmap);
bitmap.writeBitmap("png", stream);
if (Platform::isFile(fileName) && mCubemap)
{
mCubemap->setCubeFaceFile(i, FileName(fileName));
}
else
{
validCubemap = false;
break;
}
bitmap.deleteImage();
}
if (validCubemap)
{
if (mCubemap->mCubemap)
mCubemap->updateFaces();
else
mCubemap->createMap();
char fileName[256];
dSprintf(fileName, 256, "%s%s.DDS", mReflectionPath.c_str(), mProbeUniqueID.c_str());
CubemapSaver::save(mCubemap->mCubemap, fileName);
if (!Platform::isFile(fileName))
{
validCubemap = false; //if we didn't save right, just
Con::errorf("Failed to properly save out the skylight baked cubemap!");
}
}
if (validCubemap)
{
mDirty = false;
//remove the temp files
for (U32 i = 0; i < 6; i++)
{
char fileName[256];
dSprintf(fileName, 256, "%s%s_%i.png", mReflectionPath.c_str(),
mProbeUniqueID.c_str(), i);
Platform::fileDelete(fileName);
}
}
//calculateSHTerms();
Skylight::smRenderSkylights = probeRenderState;
setMaskBits(-1);
if (preCapture)
preCapture->disable();
if (deferredShading)
deferredShading->enable();
}
DefineEngineMethod(Skylight, Bake, void, (String outputPath, S32 resolution), ("", 256),
"@brief returns true if control object is inside the fog\n\n.")
{
object->bake(outputPath, resolution);
}

View file

@ -23,8 +23,8 @@
#ifndef SKYLIGHT_H
#define SKYLIGHT_H
#ifndef _SCENEOBJECT_H_
#include "scene/sceneObject.h"
#ifndef REFLECTIONPROBE_H
#include "T3D/lighting/reflectionProbe.h"
#endif
#ifndef _GFXVERTEXBUFFER_H_
#include "gfx/gfxVertexBuffer.h"
@ -57,83 +57,14 @@ class BaseMatInstance;
// actual setup and rendering for you.
//-----------------------------------------------------------------------------
class Skylight : public SceneObject
class Skylight : public ReflectionProbe
{
typedef SceneObject Parent;
public:
enum IndrectLightingModeType
{
NoIndirect = 0,
AmbientColor = 1,
SphericalHarmonics = 2
};
enum ReflectionModeType
{
StaticCubemap = 1,
BakedCubemap = 2
};
typedef ReflectionProbe Parent;
private:
// Networking masks
// We need to implement a mask specifically to handle
// updating our transform from the server object to its
// client-side "ghost". We also need to implement a
// maks for handling editor updates to our properties
// (like material).
enum MaskBits
{
TransformMask = Parent::NextFreeMask << 0,
UpdateMask = Parent::NextFreeMask << 1,
EnabledMask = Parent::NextFreeMask << 2,
CubemapMask = Parent::NextFreeMask << 3,
ModeMask = Parent::NextFreeMask << 4,
RadiusMask = Parent::NextFreeMask << 5,
ShapeTypeMask = Parent::NextFreeMask << 6,
BakeInfoMask = Parent::NextFreeMask << 7,
NextFreeMask = Parent::NextFreeMask << 8
};
bool mBake;
bool mEnabled;
bool mDirty;
Resource<TSShape> mEditorShape;
TSShapeInstance* mEditorShapeInst;
//--------------------------------------------------------------------------
// Rendering variables
//--------------------------------------------------------------------------
ProbeInfo* mProbeInfo;
//Reflection Contribution stuff
ReflectionModeType mReflectionModeType;
String mCubemapName;
CubemapData *mCubemap;
String mReflectionPath;
String mProbeUniqueID;
//Debug rendering
//Debug rendering
static bool smRenderSkylights;
static bool smRenderPreviewProbes;
//irridiance resources
GFXCubemapHandle mIrridianceMap;
//prefilter resources
GFXCubemapHandle mPrefilterMap;
U32 mPrefilterMipLevels;
U32 mPrefilterSize;
//brdflookup resources - shares the texture target with the prefilter
GFXTexHandle mBrdfTexture;
bool mResourcesCreated;
public:
Skylight();
@ -156,9 +87,6 @@ public:
// from the server object to the client
virtual void inspectPostApply();
static bool _setEnabled(void *object, const char *index, const char *data);
static bool _doBake(void *object, const char *index, const char *data);
// Handle when we are added to the scene and removed from the scene
bool onAdd();
void onRemove();
@ -181,32 +109,12 @@ public:
// minimizing texture, state, and shader switching by grouping objects that
// use the same Materials.
//--------------------------------------------------------------------------
// Create the geometry for rendering
void createGeometry();
bool createClientResources();
// Get the Material instance
void updateMaterial();
void generateTextures();
void updateProbeParams();
// This is the function that allows this object to submit itself for rendering
void prepRenderImage(SceneRenderState *state);
void setPreviewMatParameters(SceneRenderState* renderState, BaseMatInstance* mat);
//Baking
void bake(String outputPath, S32 resolution);
};
typedef Skylight::IndrectLightingModeType SkylightIndrectLightingModeEnum;
DefineEnumType(SkylightIndrectLightingModeEnum);
typedef Skylight::ReflectionModeType SkylightReflectionModeEnum;
DefineEnumType(SkylightReflectionModeEnum);
#endif // _Skylight_H_

View file

@ -33,7 +33,7 @@
namespace CubemapSaver
{
// save cubemap handle to a dds cubemap with optional compression
bool save(GFXCubemapHandle cubemap, const Torque::Path &path, GFXFormat compressionFormat = GFXFormat_FIRST);
bool save(GFXCubemapHandle cubemap, const Torque::Path &path, GFXFormat compressionFormat = GFXFormatR8G8B8A8);
bool getBitmaps(GFXCubemapHandle cubemap, GFXFormat compressionFormat, GBitmap* faceBitmaps[6]);
};

View file

@ -496,7 +496,7 @@ enum GFXTextureTransformFlags
// CodeReview: This number is used for the declaration of variables, but it
// should *not* be used for any run-time purposes [7/2/2007 Pat]
#define TEXTURE_STAGE_COUNT 32
#define TEXTURE_STAGE_COUNT 16
enum GFXSamplerState
{

View file

@ -55,7 +55,8 @@ ProbeInfo::ProbeInfo()
mIrradianceCubemap(NULL),
mBRDFTexture(NULL),
mRadius(1.0f),
mIntensity(1.0f)
mIntensity(1.0f),
mProbePosOffset(0,0,0)
{
for (U32 i = 0; i < 5; ++i)
{

View file

@ -68,6 +68,7 @@ struct ProbeInfo
F32 mIntensity;
Box3F mBounds;
Point3F mProbePosOffset;
GFXCubemapHandle *mCubemap;

View file

@ -487,6 +487,7 @@ struct ProbeRenderInst : public RenderInst
F32 mIntensity;
Box3F mBounds;
Point3F mProbePosOffset;
GFXCubemapHandle *mCubemap;

View file

@ -490,6 +490,7 @@ RenderProbeMgr::ReflectProbeMaterialInfo::ReflectProbeMaterialInfo(const String
useCubemap = matInstance->getMaterialParameterHandle("$useCubemap");
cubemap = matInstance->getMaterialParameterHandle("$cubeMap");
cubeMips = matInstance->getMaterialParameterHandle("$cubeMips");
eyePosWorld = matInstance->getMaterialParameterHandle("$eyePosWorld");
bbMin = matInstance->getMaterialParameterHandle("$bbMin");
@ -545,7 +546,7 @@ void RenderProbeMgr::ReflectProbeMaterialInfo::setProbeParameters(const ProbeRen
matParams->setSafe(radius, probeInfo->mRadius);
Point3F probePos = probeInfo->getPosition();
Point3F probePos = probeInfo->getPosition() + probeInfo->mProbePosOffset;
//worldViewOnly.mulP(probeInfo->getPosition(), &probePos);
matParams->setSafe(probeWSPos, probePos);
@ -606,6 +607,10 @@ void RenderProbeMgr::ReflectProbeMaterialInfo::setProbeParameters(const ProbeRen
GFX->setTexture(4, NULL);
}
if(probeInfo->mCubemap->isValid())
matParams->setSafe(cubeMips, mPow(probeInfo->mCubemap->getPointer()->getMipMapLevels(),2.0f));
else
matParams->setSafe(cubeMips, F32(0.0));
matParams->setSafe(eyePosWorld, renderState->getCameraPosition());
matParams->setSafe(bbMin, probeInfo->mBounds.minExtents);
@ -659,7 +664,7 @@ bool ReflectProbeMatInstance::setupPass(SceneRenderState *state, const SceneData
desc.setZReadWrite(false);
desc.zWriteEnable = false;
desc.setCullMode(GFXCullNone);
desc.setBlend(true, GFXBlendOne, GFXBlendOne);
desc.setBlend(true, GFXBlendSrcAlpha, GFXBlendOne);
mProjectionState = GFX->createStateBlock(desc);
}
// Now override stateblock with our own

View file

@ -107,6 +107,7 @@ protected:
MaterialParameterHandle *useCubemap;
MaterialParameterHandle *cubemap;
MaterialParameterHandle *cubeMips;
MaterialParameterHandle *eyePosWorld;
MaterialParameterHandle *bbMin;

View file

@ -54,6 +54,24 @@ new ShaderData( AL_DeferredShader )
pixVersion = 2.0;
};
new GFXStateBlockData( AL_DeferredCaptureState : PFX_DefaultStateBlock )
{
blendEnable = false;
separateAlphaBlendDefined = true;
separateAlphaBlendEnable = true;
separateAlphaBlendSrc = GFXBlendSrcAlpha;
separateAlphaBlendDest = GFXBlendDestAlpha;
separateAlphaBlendOp = GFXBlendOpMin;
samplersDefined = true;
samplerStates[0] = SamplerWrapLinear;
samplerStates[1] = SamplerWrapLinear;
samplerStates[2] = SamplerWrapLinear;
samplerStates[3] = SamplerWrapLinear;
samplerStates[4] = SamplerWrapLinear;
};
new ShaderData( AL_ProbeShader )
{
DXVertexShaderFile = "shaders/common/postFx/postFxV.hlsl";
@ -76,7 +94,7 @@ singleton PostEffect( AL_PreCapture )
renderTime = "PFXBeforeBin";
renderBin = "ProbeBin";
shader = AL_ProbeShader;
stateBlock = AL_DeferredShadingState;
stateBlock = AL_DeferredCaptureState;
texture[0] = "#color";
texture[1] = "#diffuseLighting";
texture[2] = "#matinfo";

View file

@ -26,7 +26,7 @@ new GFXStateBlockData( AL_VectorLightState )
{
blendDefined = true;
blendEnable = true;
blendSrc = GFXBlendOne;
blendSrc = GFXBlendSrcAlpha;
blendDest = GFXBlendOne;
blendOp = GFXBlendOpAdd;
@ -102,7 +102,7 @@ new GFXStateBlockData( AL_ConvexLightState )
{
blendDefined = true;
blendEnable = true;
blendSrc = GFXBlendOne;
blendSrc = GFXBlendSrcAlpha;
blendDest = GFXBlendOne;
blendOp = GFXBlendOpAdd;
@ -294,7 +294,7 @@ new GFXStateBlockData( AL_ProbeState )
{
blendDefined = true;
blendEnable = true;
blendSrc = GFXBlendOne;
blendSrc = GFXBlendSrcAlpha;
blendDest = GFXBlendOne;
blendOp = GFXBlendOpAdd;

View file

@ -42,26 +42,29 @@ void main()
return;
}
vec3 colorBuffer = texture( colorBufferTex, uv0 ).rgb; //albedo
vec3 albedo = texture( colorBufferTex, uv0 ).rgb; //albedo
vec4 matInfo = texture( matInfoTex, uv0 ); //flags|smoothness|ao|metallic
bool emissive = getFlag(matInfo.r, 0);
if (emissive)
{
OUT_col = float4(colorBuffer, 1.0);
OUT_col = float4(albedo, 1.0);
return;
}
vec4 diffuseLighting = texture( diffuseLightingBuffer, uv0 ); //shadowmap*specular
vec3 specularLighting = texture( specularLightingBuffer, uv0 ).rgb; //environment mapping*lightmaps
vec4 diffuse = texture( diffuseLightingBuffer, uv0 ); //shadowmap*specular
vec4 specular = texture( specularLightingBuffer, uv0 ); //environment mapping*lightmaps
float metalness = matInfo.a;
float frez = diffuseLighting.a;
vec3 diffuseColor = colorBuffer - (colorBuffer * metalness);
vec3 reflectColor = specularLighting*colorBuffer;
colorBuffer = diffuseColor+lerp(reflectColor,specularLighting,frez);
colorBuffer *= max(diffuseLighting.rgb,vec3(0,0,0));
vec3 diffuseColor = albedo - (albedo * metalness);
vec3 specularColor = lerp(float3(0.04,0.04,0.04), albedo, metalness);
vec3 light = (diffuseColor * diffuse.rgb) + (specularColor * specular.rgb);
//albedo = diffuseColor+lerp(reflectColor,indiffuseLighting,frez);
//albedo *= max(diffuseLighting.rgb,vec3(0,0,0));
OUT_col = hdrEncode(vec4(colorBuffer,1.0));
//OUT_col = hdrEncode(vec4(colorBuffer,1.0));
OUT_col = hdrEncode(vec4(light, 1.0));
}

View file

@ -33,34 +33,6 @@ float attenuate( vec4 lightColor, vec2 attParams, float dist )
#endif
}
// Calculate the specular coefficent
//
// pxlToLight - Normalized vector representing direction from the pixel being lit, to the light source, in world space
// normal - Normalized surface normal
// pxlToEye - Normalized vector representing direction from pixel being lit, to the camera, in world space
// specPwr - Specular exponent
// specularScale - A scalar on the specular output used in RGB accumulation.
//
float calcSpecular( vec3 pxlToLight, vec3 normal, vec3 pxlToEye, float specPwr, float specularScale )
{
#ifdef PHONG_SPECULAR
// (R.V)^c
float specVal = dot( normalize( -reflect( pxlToLight, normal ) ), pxlToEye );
#else
// (N.H)^c [Blinn-Phong, TGEA style, default]
float specVal = dot( normal, normalize( pxlToLight + pxlToEye ) );
#endif
#ifdef ACCUMULATE_LUV
return pow( max( specVal, 0.00001f ), specPwr );
#else
// If this is RGB accumulation, than there is no facility for the luminance
// of the light to play in to the specular intensity. In LUV, the luminance
// of the light color gets rolled into N.L * Attenuation
return specularScale * pow( max( specVal, 0.00001f ), specPwr );
#endif
}
vec3 getDistanceVectorToPlane( vec3 origin, vec3 direction, vec4 plane )
{
float denum = dot( plane.xyz, direction.xyz );

View file

@ -156,7 +156,6 @@ PS_OUTPUT main(ConvexConnectP IN)
bool emissive = getFlag(matInfo.r, 0);
if (emissive)
{
//return float4(0.0, 0.0, 0.0, 0.0);
return Output;
}
@ -274,16 +273,16 @@ PS_OUTPUT main(ConvexConnectP IN)
//diffuse
float disDiff = Fr_DisneyDiffuse(dotNVa, dotNLa, dotLHa, roughness);
float3 diffuse = float3(disDiff, disDiff, disDiff) / M_PI_F;// alternative: (lightColor * dotNL) / Pi;
//specular
float3 diffuse = float3(disDiff, disDiff, disDiff) / M_PI_F;
//specular
float3 specular = directSpecular(normal, v, l, roughness, 1.0) * lightColor.rgb;
if (nDotL<0) shadowed = 0;
float Sat_NL_Att = saturate( nDotL * shadowed ) * lightBrightness;
//output
Output.diffuse = float4(diffuse * lightBrightness*shadowed, Sat_NL_Att);
Output.spec = float4(specular * lightBrightness*shadowed, Sat_NL_Att);
Output.diffuse = float4(diffuse * lightBrightness, Sat_NL_Att*shadowed);
Output.spec = float4(specular * lightBrightness, Sat_NL_Att*shadowed);
return Output;
}

View file

@ -86,13 +86,13 @@ float3 ImportanceSampleGGX(float2 Xi, float3 N)
return normalize(sampleVec);
}
float3 prefilterEnvMap(float3 R)
float4 prefilterEnvMap(float3 R)
{
int sampleCount = resolution*2;
float3 N = R;
float3 V = R;
float totalWeight = 0.0;
float3 prefilteredColor = float3(0.0, 0.0, 0.0);
float4 prefilteredColor = float4(0.0, 0.0, 0.0, 0.0);
for (int i = 0; i < sampleCount; ++i)
{
@ -114,7 +114,7 @@ float3 prefilterEnvMap(float3 R)
float mipLevel = roughness == 0.0 ? 0.0 : 0.5 * log2(saSample / saTexel);
prefilteredColor += TORQUE_TEXCUBELOD(environmentMap, float4(L, mipLevel)).rgb * NdotL;
prefilteredColor += TORQUE_TEXCUBELOD(environmentMap, float4(L, mipLevel)) * NdotL;
totalWeight += NdotL;
}
@ -126,5 +126,5 @@ float3 prefilterEnvMap(float3 R)
float4 main(ConnectData IN) : TORQUE_TARGET0
{
float3 N = getCubeDir(face, IN.uv);
return float4(prefilterEnvMap(N), 1.0);
return prefilterEnvMap(N);
}

View file

@ -30,12 +30,14 @@ TORQUE_UNIFORM_SAMPLER2D(matInfoTex,2);
TORQUE_UNIFORM_SAMPLER2D(specularLightingBuffer,3);
TORQUE_UNIFORM_SAMPLER2D(deferredTex,4);
uniform float radius;
uniform float2 targetSize;
uniform int captureRez;
float4 main( PFXVertToPix IN) : TORQUE_TARGET0
{
float depth = TORQUE_DEFERRED_UNCONDITION( deferredTex, IN.uv0 ).w;
if (depth>0.9999)
return float4(0,0,0,0);
clip(-1);
float3 colorBuffer = TORQUE_TEX2D( colorBufferTex, IN.uv0 ).rgb; //albedo
float4 matInfo = TORQUE_TEX2D(matInfoTex, IN.uv0); //flags|smoothness|ao|metallic
@ -47,6 +49,12 @@ float4 main( PFXVertToPix IN) : TORQUE_TARGET0
float4 diffuseLighting = TORQUE_TEX2D( diffuseLightingBuffer, IN.uv0 ); //shadowmap*specular
colorBuffer *= diffuseLighting.rgb;
float2 relUV = IN.uv0*targetSize/captureRez;
return hdrEncode( float4(colorBuffer.rgb, 1.0) );
//we use a 1k depth range in the capture frustum.
//reduce that a bit to get something resembling depth fidelity out of 8 bits
depth*=2000/radius;
float rLen = length(float3(relUV,depth)-float3(0.5,0.5,0));
return hdrEncode( float4(colorBuffer,rLen));
}

View file

@ -18,6 +18,7 @@ TORQUE_UNIFORM_SAMPLER2D(matInfoBuffer, 1);
TORQUE_UNIFORM_SAMPLERCUBE(cubeMap, 2);
TORQUE_UNIFORM_SAMPLERCUBE(irradianceCubemap, 3);
TORQUE_UNIFORM_SAMPLER2D(BRDFTexture, 4);
uniform float cubeMips;
uniform float4 rtParams0;
@ -36,32 +37,19 @@ uniform float3 bbMax;
uniform float useSphereMode;
float3 iblSpecular(float3 v, float3 n, float roughness)
{
float3 R = reflect(v, n);
const float MAX_REFLECTION_LOD = 6.0;
float3 prefilteredColor = TORQUE_TEXCUBELOD(cubeMap, float4(R, roughness * MAX_REFLECTION_LOD)).rgb;
float2 envBRDF = TORQUE_TEX2D(BRDFTexture, float2(max(dot(n, v), 0.0), roughness)).rg;
//return prefilteredColor * (envBRDF.x + envBRDF.y);
return prefilteredColor;
}
// 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(float3 wsPosition, float3 reflectDir, float3 boxWSPos, float3 boxMin, float3 boxMax)
{
float3 nrdir = normalize(reflectDir);
float3 rbmax = (boxMax - wsPosition) / nrdir;
float3 rbmin = (boxMin - wsPosition) / nrdir;
float3 rbminmax;
rbminmax.x = (nrdir.x > 0.0) ? rbmax.x : rbmin.x;
rbminmax.y = (nrdir.y > 0.0) ? rbmax.y : rbmin.y;
rbminmax.z = (nrdir.z > 0.0) ? rbmax.z : rbmin.z;
float fa = min(min(rbminmax.x, rbminmax.y), rbminmax.z);
float3 posonbox = wsPosition + nrdir * fa;
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;
}
@ -83,23 +71,22 @@ float3 iblBoxDiffuse(float3 normal,
float3 iblBoxSpecular(float3 normal,
float3 wsPos,
float roughness,
float3 viewDir,
float3 surfToEye,
TORQUE_SAMPLER2D(brdfTexture),
TORQUE_SAMPLERCUBE(radianceCube),
float3 boxPos,
float3 boxMin,
float3 boxMax)
{
float3 v = viewDir;
float3 n = normalize(normal);
float ndotv = clamp(dot(n, v), 0.0, 1.0);
float ndotv = clamp(dot(normal, surfToEye), 0.0, 1.0);
// BRDF
float2 brdf = TORQUE_TEX2D(brdfTexture, float2(roughness, ndotv)).xy;
// Radiance (Specular)
float lod = roughness * 6.0;
float3 r = 2.0 * ndotv * n - v; // reflect(v, n);
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);
@ -114,6 +101,57 @@ struct PS_OUTPUT
float4 spec: TORQUE_TARGET1;
};
float defineSphereSpaceInfluence(float3 centroidPosVS, float rad, float2 atten, float3 surfPosVS, float3 norm)
{
// Build light vec, get length, clip pixel if needed
float3 lightVec = centroidPosVS - surfPosVS;
float lenLightV = length( lightVec );
if (( rad - lenLightV )<0)
return -1;
// Get the attenuated falloff.
float attn = attenuate( float4(1,1,1,1), atten, lenLightV );
if ((attn - 1e-6)<0)
return -1;
// Normalize lightVec
lightVec = lightVec /= lenLightV;
// If we can do dynamic branching then avoid wasting
// fillrate on pixels that are backfacing to the light.
float nDotL = abs(dot( lightVec, norm ));
return saturate( nDotL * attn );
}
float defineBoxSpaceInfluence(float3 surfPosWS, float3 probePos, float rad, float2 atten) //atten currently unused
{
float3 boxMin = probePos-(float3(0.5,0.5,0.5)*rad);
float3 boxMax = probePos+(float3(0.5,0.5,0.5)*rad);
//Try to clip anything that falls outside our box as well
//TODO: Make it support rotated boxes as well
if(surfPosWS.x > boxMax.x || surfPosWS.y > boxMax.y || surfPosWS.z > boxMax.z ||
surfPosWS.x < boxMin.x || surfPosWS.y < boxMin.y || surfPosWS.z < boxMin.z)
return -1;
float blendVal = 1;
//float3 atten = min(boxMax-surfPosWS,surfPosWS-boxMin);
//blendVal = min(min(atten.x,atten.y),atten.z);
return blendVal;
}
float defineDepthInfluence(float3 probePosWS, float3 surfPosWS, TORQUE_SAMPLERCUBE(radianceCube))
{
//TODO properly: filter out pixels projected uppon by probes behind walls by looking up the depth stored in the probes cubemap alpha
//and comparing legths
float3 probeToSurf = probePosWS-surfPosWS;
float depthRef = TORQUE_TEXCUBELOD(cubeMap, float4(-probeToSurf,0)).a*radius;
float dist = length( probeToSurf );
return depthRef-dist;
}
PS_OUTPUT main( ConvexConnectP IN )
{
PS_OUTPUT Output = (PS_OUTPUT)0;
@ -121,7 +159,6 @@ PS_OUTPUT main( ConvexConnectP IN )
// Compute scene UV
float3 ssPos = IN.ssPos.xyz / IN.ssPos.w;
//float4 hardCodedRTParams0 = float4(0,0.0277777780,1,0.972222209);
float2 uvScene = getUVFromSSPos( ssPos, rtParams0 );
// Matinfo flags
@ -137,10 +174,6 @@ PS_OUTPUT main( ConvexConnectP IN )
// Need world-space normal.
float3 wsNormal = mul(float4(normal, 1), invViewMat).rgb;
float4 color = float4(1, 1, 1, 1);
float4 ref = float4(0,0,0,0);
float alpha = 1;
float3 eyeRay = getDistanceVectorToPlane( -vsFarPlane.w, IN.vsEyeDir.xyz, vsFarPlane );
float3 viewSpacePos = eyeRay * depth;
@ -148,70 +181,28 @@ PS_OUTPUT main( ConvexConnectP IN )
// Use eye ray to get ws pos
float3 worldPos = float3(eyePosWorld + wsEyeRay * depth);
float smoothness = min((1.0 - matInfo.b)*11.0 + 1.0, 8.0);//bump up to 8 for finalization
if(useSphereMode)
float blendVal = 1.0;
//clip bounds and (TODO properly: set falloff)
if(useSphereMode)
{
// Build light vec, get length, clip pixel if needed
float3 lightVec = probeLSPos - viewSpacePos;
float lenLightV = length( lightVec );
clip( radius - lenLightV );
// Get the attenuated falloff.
float atten = attenuate( float4(1,1,1,1), attenuation, lenLightV );
clip( atten - 1e-6 );
// Normalize lightVec
lightVec = normalize(lightVec);
// If we can do dynamic branching then avoid wasting
// fillrate on pixels that are backfacing to the light.
float nDotL = abs(dot( lightVec, normal ));
float Sat_NL_Att = saturate( nDotL * atten );
float3 reflectionVec = reflect(IN.wsEyeDir, float4(wsNormal,nDotL)).xyz;
float3 nrdir = normalize(reflectionVec);
float3 rbmax = (bbMax - worldPos.xyz) / nrdir;
float3 rbmin = (bbMin - worldPos.xyz) / nrdir;
float3 rbminmax = (nrdir > 0.0) ? rbmax : rbmin;
float fa = min(min(rbminmax.x,rbminmax.y),rbminmax.z);
if (dot( lightVec, normal )<0.0f)
clip(fa);
float3 posOnBox = worldPos.xyz + nrdir * fa;
reflectionVec = posOnBox - probeWSPos;
reflectionVec = mul(probeWSPos,reflectionVec);
ref = float4(reflectionVec, smoothness);
alpha = Sat_NL_Att;
float roughness = 1 - matInfo.b;
float3 irradiance = TORQUE_TEXCUBELOD(irradianceCubemap, ref).rgb;
float3 specular = TORQUE_TEXCUBELOD(cubeMap, ref).rgb;// iblSpecular(wsEyeRay, wsNormal, roughness);
Output.diffuse = float4(irradiance.rgb, alpha);
Output.spec = float4(specular.rgb, alpha);
return Output;
blendVal = defineSphereSpaceInfluence(probeLSPos, radius, attenuation, viewSpacePos, normal);
}
else
{
//Try to clip anything that falls outside our box as well
//TODO: Make it support rotated boxes as well
if(worldPos.x > bbMax.x || worldPos.y > bbMax.y || worldPos.z > bbMax.z ||
worldPos.x < bbMin.x || worldPos.y < bbMin.y || worldPos.z < bbMin.z)
clip(-1);
float blendVal = 1.0;
float3 pixDir = normalize(eyePosWorld.xyz - worldPos.xyz);
Output.diffuse = float4(iblBoxDiffuse(wsNormal, worldPos, TORQUE_SAMPLERCUBE_MAKEARG(irradianceCubemap), probeWSPos, bbMin, bbMax), blendVal);
Output.spec = float4(iblBoxSpecular(wsNormal, worldPos, 1.0 - matInfo.b, pixDir, TORQUE_SAMPLER2D_MAKEARG(BRDFTexture), TORQUE_SAMPLERCUBE_MAKEARG(cubeMap), probeWSPos, bbMin, bbMax), blendVal);
return Output;
blendVal = defineBoxSpaceInfluence(worldPos, probeWSPos, radius*2, attenuation);
}
clip(blendVal);
//flip me on to have probes filter by depth
//clip(defineDepthInfluence(probeWSPos, worldPos, TORQUE_SAMPLERCUBE_MAKEARG(cubeMap)));
//render into the bound space defined above
float3 surfToEye = normalize(worldPos.xyz-eyePosWorld.xyz);
Output.diffuse = float4(iblBoxDiffuse(wsNormal, worldPos, TORQUE_SAMPLERCUBE_MAKEARG(irradianceCubemap), probeWSPos, bbMin, bbMax), blendVal);
Output.spec = float4(iblBoxSpecular(wsNormal, worldPos, 1.0 - matInfo.b, surfToEye, TORQUE_SAMPLER2D_MAKEARG(BRDFTexture), TORQUE_SAMPLERCUBE_MAKEARG(cubeMap), probeWSPos, bbMin, bbMax), blendVal);
return Output;
}

View file

@ -73,8 +73,15 @@ uniform float4x4 dynamicViewToLightProj;
uniform float2 lightAttenuation;
uniform float shadowSoftness;
float4 main( ConvexConnectP IN ) : TORQUE_TARGET0
struct PS_OUTPUT
{
float4 diffuse: TORQUE_TARGET0;
float4 spec: TORQUE_TARGET1;
};
PS_OUTPUT main( ConvexConnectP IN ) : TORQUE_TARGET0
{
PS_OUTPUT Output = (PS_OUTPUT)0;
// Compute scene UV
float3 ssPos = IN.ssPos.xyz / IN.ssPos.w;
float2 uvScene = getUVFromSSPos( ssPos, rtParams0 );
@ -85,7 +92,7 @@ float4 main( ConvexConnectP IN ) : TORQUE_TARGET0
bool emissive = getFlag(matInfo.r, 0);
if (emissive)
{
return float4(0.0, 0.0, 0.0, 0.0);
return Output;
}
float4 colorSample = TORQUE_TEX2D( colorBuffer, uvScene );
@ -181,36 +188,31 @@ float4 main( ConvexConnectP IN ) : TORQUE_TARGET0
// NOTE: Do not clip on fully shadowed pixels as it would
// cause the hardware occlusion query to disable the shadow.
// Specular term
float specular = 0;
float3 l = normalize(-lightDirection);
float3 v = eyeRay;// normalize(eyePosWorld - worldPos.xyz);
float3 h = normalize(v + l);
float dotNLa = clamp(dot(normal, l), 0.0, 1.0);
float dotNVa = clamp(dot(normal, v), 0.0, 1.0);
float dotNHa = clamp(dot(normal, h), 0.0, 1.0);
float dotHVa = clamp(dot(normal, v), 0.0, 1.0);
float dotLHa = clamp(dot(l, h), 0.0, 1.0);
float roughness = matInfo.g;
float metalness = matInfo.b;
//diffuse
float disDiff = Fr_DisneyDiffuse(dotNVa, dotNLa, dotLHa, roughness);
float3 diffuse = float3(disDiff, disDiff, disDiff) / M_PI_F;
//specular
float3 specular = directSpecular(normal, v, l, roughness, 1.0) * lightColor.rgb;
float3 lightVec = lightPosition - viewSpacePos;
float4 real_specular = EvalBDRF( float3( 1.0, 1.0, 1.0 ),
lightcol,
lightVec,
viewSpacePos,
normal,
1.0-matInfo.b,
matInfo.a );
float3 lightColorOut = real_specular.rgb * lightBrightness * shadowed* atten;
float Sat_NL_Att = saturate( nDotL * atten * shadowed ) * lightBrightness;
float4 addToResult = 0.0;
if (nDotL<0) shadowed = 0;
float Sat_NL_Att = saturate( nDotL * shadowed ) * lightBrightness;
//output
Output.diffuse = float4(diffuse * lightBrightness, Sat_NL_Att*shadowed);
Output.spec = float4(specular * lightBrightness, Sat_NL_Att*shadowed);
// TODO: This needs to be removed when lightmapping is disabled
// as its extra work per-pixel on dynamic lit scenes.
//
// Special lightmapping pass.
if ( lightMapParams.a < 0.0 )
{
// This disables shadows on the backsides of objects.
shadowed = nDotL < 0.0f ? 1.0f : shadowed;
Sat_NL_Att = 1.0f;
shadowed = lerp( 1.0f, shadowed, atten );
lightColorOut = shadowed;
specular *= lightBrightness;
addToResult = ( 1.0 - shadowed ) * abs(lightMapParams);
}
return float4((lightColorOut*Sat_NL_Att+subsurface*(1.0-Sat_NL_Att)+addToResult.rgb),real_specular.a);
return Output;
}

View file

@ -314,8 +314,8 @@ PS_OUTPUT main(FarFrustumQuadConnectP IN)
float finalShadowed = shadowed;
//output
Output.diffuse = float4(diffuse * (lightBrightness*shadowed), dotNLa);
Output.spec = float4(specular * (lightBrightness*shadowed), dotNLa);
Output.diffuse = float4(diffuse * (lightBrightness), dotNLa*shadowed);
Output.spec = float4(specular * (lightBrightness), dotNLa*shadowed);
return Output;
}