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:
Areloch 2019-01-19 00:31:42 -06:00
parent 1f38bb6d2d
commit f5da79b39f
5 changed files with 159 additions and 77 deletions

View file

@ -4,11 +4,19 @@
#include "../../lighting.hlsl"
#include "../../torque.hlsl"
struct ConvexConnectP
/*struct ConvexConnectP
{
float4 pos : TORQUE_POSITION;
float4 uv0 : TEXCOORD1;
float4 vsEyeDir : TEXCOORD2;
};*/
struct ConvexConnectP
{
float4 pos : TORQUE_POSITION;
float4 wsEyeDir : TEXCOORD0;
float4 ssPos : TEXCOORD1;
float4 vsEyeDir : TEXCOORD2;
};
TORQUE_UNIFORM_SAMPLER2D(deferredBuffer, 0);
@ -57,7 +65,8 @@ float3 iblBoxDiffuse( Surface surface, int id)
{
float3 cubeN = boxProject(surface.P, surface.N, inProbePosArray[id], bbMinArray[id], bbMaxArray[id]);
cubeN.z *=-1;
return TORQUE_TEXCUBEARRAYLOD(irradianceCubemap,cubeN,id,0).xyz;
//return TORQUE_TEXCUBEARRAYLOD(irradianceCubemap,cubeN,id,0).xyz;
return float3(1,1,1);
}
float3 iblBoxSpecular(Surface surface, float3 surfToEye, TORQUE_SAMPLER2D(brdfTexture), int id)
@ -73,7 +82,8 @@ float3 iblBoxSpecular(Surface surface, float3 surfToEye, TORQUE_SAMPLER2D(brdfTe
float3 cubeR = normalize(r);
cubeR = boxProject(surface.P, surface.N, inProbePosArray[id], bbMinArray[id], bbMaxArray[id]);
float3 radiance = TORQUE_TEXCUBEARRAYLOD(cubeMap,cubeR,id,lod).xyz * (brdf.x + brdf.y);
//float3 radiance = TORQUE_TEXCUBEARRAYLOD(cubeMap,cubeR,id,lod).xyz * (brdf.x + brdf.y);
float3 radiance = float3(1,1,1);
return radiance;
}
@ -97,16 +107,20 @@ float defineBoxSpaceInfluence(Surface surface, int id)
float4 main( ConvexConnectP IN ) : SV_TARGET
{
// Compute scene UV
float3 ssPos = IN.ssPos.xyz / IN.ssPos.w;
float2 uvScene = getUVFromSSPos( ssPos, rtParams0 );
//eye ray WS/LS
float3 vsEyeRay = getDistanceVectorToPlane( -vsFarPlane.w, IN.vsEyeDir.xyz, vsFarPlane );
float3 wsEyeRay = mul(cameraToWorld, float4(vsEyeRay, 0)).xyz;
//unpack normal and linear depth
float4 normDepth = TORQUE_DEFERRED_UNCONDITION(deferredBuffer, 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;