mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-14 04:03:46 +00:00
Shifted the rest of the probe render code to hook into the array'd uniforms, made the reflection probe shader definition refer to the array shader.
This commit is contained in:
parent
1f38bb6d2d
commit
f5da79b39f
5 changed files with 159 additions and 77 deletions
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@ -309,7 +309,7 @@ void LightManager::_update4LightConsts( const SceneData &sgData,
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GFXShaderConstHandle *lightInvRadiusSqSC,
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GFXShaderConstHandle *lightSpotDirSC,
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GFXShaderConstHandle *lightSpotAngleSC,
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GFXShaderConstHandle *lightSpotFalloffSC,
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GFXShaderConstHandle *lightSpotFalloffSC,
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GFXShaderConstBuffer *shaderConsts )
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{
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PROFILE_SCOPE( LightManager_Update4LightConsts );
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@ -324,12 +324,12 @@ void LightManager::_update4LightConsts( const SceneData &sgData,
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{
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PROFILE_SCOPE( LightManager_Update4LightConsts_setLights );
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static AlignedArray<Point4F> lightPositions( 3, sizeof( Point4F ) );
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static AlignedArray<Point4F> lightSpotDirs( 3, sizeof( Point4F ) );
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static AlignedArray<Point4F> lightPositions( 3, sizeof( Point4F ) );
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static AlignedArray<Point4F> lightSpotDirs( 3, sizeof( Point4F ) );
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static AlignedArray<Point4F> lightColors( 4, sizeof( Point4F ) );
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static Point4F lightInvRadiusSq;
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static Point4F lightSpotAngle;
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static Point4F lightSpotFalloff;
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static Point4F lightSpotFalloff;
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F32 range;
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// Need to clear the buffers so that we don't leak
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@ -295,12 +295,28 @@ void RenderProbeMgr::render( SceneRenderState *state )
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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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U32 probeCount = ProbeRenderInst::all.size();
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if (probeCount != 0)
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{
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MatrixF trans = MatrixF::Identity;
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sgData.objTrans = &trans;
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AlignedArray<Point3F> probePositions(MAXPROBECOUNT, sizeof(Point3F));
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Vector<MatrixF> probeWorldToObj;
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AlignedArray<Point3F> probeBBMin(MAXPROBECOUNT, sizeof(Point3F));
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AlignedArray<Point3F> probeBBMax(MAXPROBECOUNT, sizeof(Point3F));
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AlignedArray<float> probeUseSphereMode(MAXPROBECOUNT, sizeof(float));
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AlignedArray<float> probeRadius(MAXPROBECOUNT, sizeof(float));
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AlignedArray<float> probeAttenuation(MAXPROBECOUNT, sizeof(float));
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dMemset(probePositions.getBuffer(), 0, probePositions.getBufferSize());
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probeWorldToObj.setSize(MAXPROBECOUNT);
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dMemset(probeBBMin.getBuffer(), 0, probeBBMin.getBufferSize());
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dMemset(probeBBMax.getBuffer(), 0, probeBBMax.getBufferSize());
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dMemset(probeUseSphereMode.getBuffer(), 0, probeUseSphereMode.getBufferSize());
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dMemset(probeRadius.getBuffer(), 0, probeRadius.getBufferSize());
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dMemset(probeAttenuation.getBuffer(), 0, probeAttenuation.getBufferSize());
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if (reflProbeMat && reflProbeMat->matInstance)
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{
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@ -309,12 +325,13 @@ void RenderProbeMgr::render( SceneRenderState *state )
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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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MaterialParameterHandle *probeWorldToObjSC = reflProbeMat->matInstance->getMaterialParameterHandle("$worldToObjArray");
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MaterialParameterHandle *probeBBMinSC = reflProbeMat->matInstance->getMaterialParameterHandle("$bbMinArrayy");
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MaterialParameterHandle *probeBBMaxSC = reflProbeMat->matInstance->getMaterialParameterHandle("$bbMaxArray");
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MaterialParameterHandle *probeUseSphereModeSC = reflProbeMat->matInstance->getMaterialParameterHandle("$useSphereMode");
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MaterialParameterHandle *probeRadiusSC = reflProbeMat->matInstance->getMaterialParameterHandle("$radius");
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MaterialParameterHandle *probeAttenuationSC = reflProbeMat->matInstance->getMaterialParameterHandle("$attenuation");
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U32 effectiveProbeCount = 0;
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@ -323,57 +340,34 @@ void RenderProbeMgr::render( SceneRenderState *state )
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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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ProbeRenderInst* curEntry = ProbeRenderInst::all[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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//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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probePositions[i] = probePos + curEntry->mProbePosOffset;
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Point3F test = probePositions[i];
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probeWorldToObj[i] = curEntry->getTransform();
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MatrixF probeTrans = curEntry->getTransform();
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probeBBMin[i] = curEntry->mBounds.minExtents;
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probeBBMax[i] = curEntry->mBounds.maxExtents;
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//if (!curEntry->mIsSkylight)
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{
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//if (curEntry->mProbeShapeType == ProbeRenderInst::Sphere)
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// probeTrans.scale(curEntry->mRadius * 1.01f);
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probeUseSphereMode[i] = curEntry->mProbeShapeType == ProbeRenderInst::Sphere ? 1 : 0;
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sgData.objTrans = &probeTrans;
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reflProbeMat->setProbeParameters(curEntry, state, worldToCameraXfm);
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}
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probeRadius[i] = curEntry->mRadius;
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probeAttenuation[i] = 1;
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effectiveProbeCount++;
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}
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if (effectiveProbeCount != 0)
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{
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//Con::printf("Probe aligned position count: %i", probeCount);
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for (U32 p = 0; p < probeCount; p++)
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{
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Point3F prb = probePositions[p];
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//Con::printf("Probe %i aligned position is: %g %g %g", p, prb.x, prb.y, prb.z);
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bool tasadfh = true;
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}
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matParams->set(probePositionSC, probePositions);
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matParams->set(probeWorldToObjSC, probeWorldToObj.address(), probeWorldToObj.size());
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matParams->set(probeBBMinSC, probeBBMin);
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matParams->set(probeBBMaxSC, probeBBMax);
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matParams->set(probeUseSphereModeSC, probeUseSphereMode);
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matParams->set(probeRadiusSC, probeRadius);
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matParams->set(probeAttenuationSC, probeAttenuation);
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// Set geometry
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GFX->setVertexBuffer(mFarFrustumQuadVerts);
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@ -437,7 +431,7 @@ void RenderProbeMgr::render( SceneRenderState *state )
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GFX->popActiveRenderTarget();
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//PROBEMGR->unregisterAllProbes();
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PROBEMGR->mRegisteredProbes.clear();
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//PROBEMGR->mRegisteredProbes.clear();
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PROFILE_END();
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@ -280,12 +280,25 @@ new CustomMaterial( AL_ParticlePointLightMaterial )
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//Reflection probe Specular
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new ShaderData( ReflectionProbeShader )
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{
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DXVertexShaderFile = "shaders/common/lighting/advanced/convexGeometryV.hlsl";
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/*DXVertexShaderFile = "shaders/common/lighting/advanced/convexGeometryV.hlsl";
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DXPixelShaderFile = "shaders/common/lighting/advanced/reflectionProbeP.hlsl";
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OGLVertexShaderFile = "shaders/common/lighting/advanced/gl/convexGeometryV.glsl";
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OGLPixelShaderFile = "shaders/common/lighting/advanced/gl/reflectionProbeP.glsl";
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samplerNames[0] = "$deferredBuffer";
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samplerNames[1] = "$colorBuffer";
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samplerNames[2] = "$matInfoBuffer";
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samplerNames[3] = "$cubeMap";
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samplerNames[4] = "$irradianceCubemap";
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samplerNames[5] = "$BRDFTexture";*/
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DXVertexShaderFile = "shaders/common/lighting/advanced/convexGeometryV.hlsl";
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DXPixelShaderFile = "shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl";
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OGLVertexShaderFile = "shaders/common/lighting/advanced/gl/convexGeometryV.glsl";
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OGLPixelShaderFile = "shaders/common/lighting/advanced/gl/reflectionProbeArrayP.glsl";
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samplerNames[0] = "$deferredBuffer";
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samplerNames[1] = "$colorBuffer";
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samplerNames[2] = "$matInfoBuffer";
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@ -134,7 +134,7 @@ new SimGroup(MissionGroup) {
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ReflectionMode = "Baked Cubemap";
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reflectionPath = "levels/probeTest/probes/";
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Bake = "0";
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position = "0 0.0825528 4.53387";
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position = "0 0.0825528 2.18272";
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rotation = "1 0 0 0";
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scale = "5 5 5";
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canSave = "1";
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@ -156,7 +156,7 @@ new SimGroup(MissionGroup) {
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surface = "0 0 0 1 0 0 0.5";
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surface = "0 1 0 0 0 0 -0.5";
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surface = "0.707107 0 0 0.707107 0 0.5 0";
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surface = "0.707107 0 0 0.707106 0 0.5 0";
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surface = "0 0.707107 -0.707107 0 0 -0.5 -2.84217e-14";
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surface = "0.5 0.5 -0.5 0.5 -0.5 0 -9.93411e-08";
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surface = "0.5 -0.5 0.5 0.5 0.5 0 -9.93411e-08";
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@ -171,7 +171,7 @@ new SimGroup(MissionGroup) {
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surface = "0 0 0 1 0 0 0.5";
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surface = "0 1 0 0 0 0 -0.5";
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surface = "0.707107 0 0 0.707107 0 0.5 0";
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surface = "0.707107 0 0 0.707106 0 0.5 0";
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surface = "0 0.707107 -0.707107 0 0 -0.5 -2.84217e-14";
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surface = "0.5 0.5 -0.5 0.5 -0.5 0 -9.93411e-08";
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surface = "0.5 -0.5 0.5 0.5 0.5 0 -9.93411e-08";
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@ -186,7 +186,7 @@ new SimGroup(MissionGroup) {
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surface = "0 0 0 1 0 0 0.5";
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surface = "0 1 0 0 0 0 -0.5";
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surface = "0.707107 0 0 0.707106 0 0.5 0";
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surface = "0.707107 0 0 0.707107 0 0.5 0";
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surface = "0 0.707107 -0.707107 0 0 -0.5 -2.84217e-14";
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surface = "0.5 0.5 -0.5 0.5 -0.5 0 -9.93411e-08";
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surface = "0.5 -0.5 0.5 0.5 0.5 0 -9.93411e-08";
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@ -201,7 +201,7 @@ new SimGroup(MissionGroup) {
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surface = "0 0 0 1 0 0 0.5";
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surface = "0 1 0 0 0 0 -0.5";
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surface = "0.707107 0 0 0.707106 0 0.5 0";
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surface = "0.707107 0 0 0.707107 0 0.5 0";
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surface = "0 0.707107 -0.707107 0 0 -0.5 -2.84217e-14";
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surface = "0.5 0.5 -0.5 0.5 -0.5 0 -9.93411e-08";
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surface = "0.5 -0.5 0.5 0.5 0.5 0 -9.93411e-08";
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@ -216,7 +216,7 @@ new SimGroup(MissionGroup) {
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surface = "0 0 0 1 0 0 0.5";
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surface = "0 1 0 0 0 0 -0.5";
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surface = "0.707107 0 0 0.707106 0 0.5 0";
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surface = "0.707107 0 0 0.707107 0 0.5 0";
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surface = "0 0.707107 -0.707107 0 0 -0.5 -2.84217e-14";
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surface = "0.5 0.5 -0.5 0.5 -0.5 0 -9.93411e-08";
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surface = "0.5 -0.5 0.5 0.5 0.5 0 -9.93411e-08";
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@ -231,7 +231,7 @@ new SimGroup(MissionGroup) {
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surface = "0 0 0 1 0 0 0.5";
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surface = "0 1 0 0 0 0 -0.5";
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surface = "0.707107 0 0 0.707107 0 0.5 0";
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surface = "0.707107 0 0 0.707106 0 0.5 0";
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surface = "0 0.707107 -0.707107 0 0 -0.5 -2.84217e-14";
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surface = "0.5 0.5 -0.5 0.5 -0.5 0 -9.93411e-08";
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surface = "0.5 -0.5 0.5 0.5 0.5 0 -9.93411e-08";
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@ -246,7 +246,7 @@ new SimGroup(MissionGroup) {
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surface = "0 0 0 1 0 0 0.5";
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surface = "0 1 0 0 0 0 -0.5";
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surface = "0.707107 0 0 0.707106 0 0.5 0";
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surface = "0.707107 0 0 0.707107 0 0.5 0";
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surface = "0 0.707107 -0.707107 0 0 -0.5 -2.84217e-14";
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surface = "0.5 0.5 -0.5 0.5 -0.5 0 -9.93411e-08";
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surface = "0.5 -0.5 0.5 0.5 0.5 0 -9.93411e-08";
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@ -313,5 +313,65 @@ new SimGroup(MissionGroup) {
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canSave = "1";
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canSaveDynamicFields = "1";
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};
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new ReflectionProbe() {
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enabled = "1";
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ProbeShape = "Box";
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radius = "5";
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posOffset = "0 0 0";
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ReflectionMode = "Baked Cubemap";
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reflectionPath = "levels/probeTest/probes/";
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Bake = "0";
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position = "-8.24487 0.0825528 2.5031";
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rotation = "1 0 0 0";
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scale = "5 5 5";
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canSave = "1";
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canSaveDynamicFields = "1";
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persistentId = "e9c2eed2-1ae9-11e9-9c9a-df9135416cc7";
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GroundColor = "0.8 0.7 0.5 1";
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IndirectLight = "1 1 1 1";
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IndirectLightMode = "Spherical Harmonics";
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Intensity = "1";
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SkyColor = "0.5 0.5 1 1";
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};
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new ReflectionProbe() {
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enabled = "1";
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ProbeShape = "Box";
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radius = "5";
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posOffset = "0 0 0";
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ReflectionMode = "Baked Cubemap";
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reflectionPath = "levels/probeTest/probes/";
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Bake = "0";
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position = "-8.24487 3.18253 2.18272";
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rotation = "1 0 0 0";
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scale = "5 5 5";
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canSave = "1";
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canSaveDynamicFields = "1";
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persistentId = "f281a5ff-1ae9-11e9-9c9a-df9135416cc7";
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GroundColor = "0.8 0.7 0.5 1";
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IndirectLight = "1 1 1 1";
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IndirectLightMode = "Spherical Harmonics";
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Intensity = "1";
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SkyColor = "0.5 0.5 1 1";
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};
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new ReflectionProbe() {
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enabled = "1";
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ProbeShape = "Box";
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radius = "5";
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posOffset = "0 0 0";
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ReflectionMode = "Baked Cubemap";
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reflectionPath = "levels/probeTest/probes/";
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Bake = "0";
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position = "-8.24487 -3.37372 2.18272";
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rotation = "1 0 0 0";
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scale = "5 5 5";
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canSave = "1";
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canSaveDynamicFields = "1";
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persistentId = "f4db4dde-1ae9-11e9-9c9a-df9135416cc7";
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GroundColor = "0.8 0.7 0.5 1";
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IndirectLight = "1 1 1 1";
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IndirectLightMode = "Spherical Harmonics";
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Intensity = "1";
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SkyColor = "0.5 0.5 1 1";
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};
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};
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//--- OBJECT WRITE END ---
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@ -4,11 +4,19 @@
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#include "../../lighting.hlsl"
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#include "../../torque.hlsl"
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struct ConvexConnectP
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/*struct ConvexConnectP
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{
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float4 pos : TORQUE_POSITION;
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float4 uv0 : TEXCOORD1;
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float4 vsEyeDir : TEXCOORD2;
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};*/
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struct ConvexConnectP
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{
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float4 pos : TORQUE_POSITION;
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float4 wsEyeDir : TEXCOORD0;
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float4 ssPos : TEXCOORD1;
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float4 vsEyeDir : TEXCOORD2;
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};
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TORQUE_UNIFORM_SAMPLER2D(deferredBuffer, 0);
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@ -57,7 +65,8 @@ float3 iblBoxDiffuse( Surface surface, int id)
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{
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float3 cubeN = boxProject(surface.P, surface.N, inProbePosArray[id], bbMinArray[id], bbMaxArray[id]);
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cubeN.z *=-1;
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return TORQUE_TEXCUBEARRAYLOD(irradianceCubemap,cubeN,id,0).xyz;
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//return TORQUE_TEXCUBEARRAYLOD(irradianceCubemap,cubeN,id,0).xyz;
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return float3(1,1,1);
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}
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float3 iblBoxSpecular(Surface surface, float3 surfToEye, TORQUE_SAMPLER2D(brdfTexture), int id)
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@ -73,7 +82,8 @@ float3 iblBoxSpecular(Surface surface, float3 surfToEye, TORQUE_SAMPLER2D(brdfTe
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float3 cubeR = normalize(r);
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cubeR = boxProject(surface.P, surface.N, inProbePosArray[id], bbMinArray[id], bbMaxArray[id]);
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float3 radiance = TORQUE_TEXCUBEARRAYLOD(cubeMap,cubeR,id,lod).xyz * (brdf.x + brdf.y);
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//float3 radiance = TORQUE_TEXCUBEARRAYLOD(cubeMap,cubeR,id,lod).xyz * (brdf.x + brdf.y);
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float3 radiance = float3(1,1,1);
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return radiance;
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}
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@ -97,16 +107,20 @@ float defineBoxSpaceInfluence(Surface surface, int id)
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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;
|
||||
|
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//unpack normal and linear depth
|
||||
float4 normDepth = TORQUE_DEFERRED_UNCONDITION(deferredBuffer, IN.uv0.xy);
|
||||
float4 normDepth = TORQUE_DEFERRED_UNCONDITION(deferredBuffer, uvScene);
|
||||
|
||||
//create surface
|
||||
Surface surface = createSurface( normDepth, TORQUE_SAMPLER2D_MAKEARG(colorBuffer),TORQUE_SAMPLER2D_MAKEARG(matInfoBuffer),
|
||||
IN.uv0.xy, eyePosWorld, wsEyeRay, cameraToWorld);
|
||||
uvScene, eyePosWorld, wsEyeRay, cameraToWorld);
|
||||
//early out if emissive
|
||||
if (getFlag(surface.matFlag, 0))
|
||||
{
|
||||
|
|
@ -121,22 +135,22 @@ float4 main( ConvexConnectP IN ) : SV_TARGET
|
|||
|
||||
for(i=0; i < numProbes; i++)
|
||||
{
|
||||
float3 probeWS = inProbePosArray[i];
|
||||
float3 L = probeWS - surface.P;
|
||||
float3 probeWS = inProbePosArray[i];
|
||||
float3 L = probeWS - surface.P;
|
||||
|
||||
if(useSphereMode[i])
|
||||
{
|
||||
float3 L = inProbePosArray[i] - surface.P;
|
||||
blendVal[i] = 1.0-length(L)/radius[i];
|
||||
blendVal[i] = max(0,blendVal[i]);
|
||||
}
|
||||
else
|
||||
{
|
||||
blendVal[i] = defineBoxSpaceInfluence(surface, i);
|
||||
blendVal[i] = max(0,blendVal[i]);
|
||||
}
|
||||
if(useSphereMode[i])
|
||||
{
|
||||
float3 L = inProbePosArray[i] - surface.P;
|
||||
blendVal[i] = 1.0-length(L)/radius[i];
|
||||
blendVal[i] = max(0,blendVal[i]);
|
||||
}
|
||||
else
|
||||
{
|
||||
blendVal[i] = defineBoxSpaceInfluence(surface, i);
|
||||
blendVal[i] = max(0,blendVal[i]);
|
||||
}
|
||||
blendSum += blendVal[i];
|
||||
invBlendSum +=(1.0f - blendVal[i]);
|
||||
invBlendSum +=(1.0f - blendVal[i]);
|
||||
}
|
||||
|
||||
// Weight0 = normalized NDF, inverted to have 1 at center, 0 at boundary.
|
||||
|
|
@ -166,6 +180,7 @@ float4 main( ConvexConnectP IN ) : SV_TARGET
|
|||
float3 irradiance = float3(0,0,0);
|
||||
float3 specular = float3(0,0,0);
|
||||
float3 F = FresnelSchlickRoughness(surface.NdotV, surface.f0, surface.roughness);
|
||||
|
||||
//energy conservation
|
||||
float3 kD = 1.0.xxx - F;
|
||||
kD *= 1.0 - surface.metalness;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue