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Updated the PostFX ability to setShaderConsts and cubetextures for probes
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64db2b1d15
commit
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6 changed files with 504 additions and 201 deletions
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@ -503,9 +503,9 @@ singleton PostEffect( reflectionProbeArrayPostFX )
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texture[0] = "#deferred";
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texture[1] = "#color";
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texture[2] = "#matinfo";
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texture[3] = "$BRDFTexture";
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texture[4] = "$cubeMap";
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texture[5] = "$irradianceCubemap";
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texture[3] = "core/art/pbr/brdfTexture.dds";
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//texture[4] = "$cubeMap";
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//texture[5] = "$irradianceCubemap";
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target = "AL_FormatToken";
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};
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@ -18,17 +18,17 @@ uniform float cubeMips;
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#define MAX_PROBES 50
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uniform float numProbes;
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//TORQUE_UNIFORM_SAMPLERCUBEARRAY(cubeMapAR, 4);
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//TORQUE_UNIFORM_SAMPLERCUBEARRAY(irradianceCubemapAR, 5);
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TORQUE_UNIFORM_SAMPLERCUBE(cubeMapAR, 4);
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TORQUE_UNIFORM_SAMPLERCUBE(irradianceCubemapAR, 5);
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TORQUE_UNIFORM_SAMPLERCUBEARRAY(cubeMapAR, 4);
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TORQUE_UNIFORM_SAMPLERCUBEARRAY(irradianceCubemapAR, 5);
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//TORQUE_UNIFORM_SAMPLERCUBE(cubeMapAR, 4);
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//TORQUE_UNIFORM_SAMPLERCUBE(irradianceCubemapAR, 5);
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uniform float4 inProbePosArray[MAX_PROBES];
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uniform float4x4 worldToObjArray[MAX_PROBES];
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uniform float4 bbMinArray[MAX_PROBES];
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uniform float4 bbMaxArray[MAX_PROBES];
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uniform float useSphereMode[MAX_PROBES];
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uniform float radius[MAX_PROBES];
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uniform float2 attenuation[MAX_PROBES];
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uniform float4 useSphereMode[MAX_PROBES];
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uniform float4 radius[MAX_PROBES];
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uniform float4 attenuation[MAX_PROBES];
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// Box Projected IBL Lighting
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// Based on: http://www.gamedev.net/topic/568829-box-projected-cubemap-environment-mapping/
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@ -51,8 +51,8 @@ float3 iblBoxDiffuse( Surface surface, int id)
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{
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float3 cubeN = boxProject(surface.P, surface.N, inProbePosArray[id].xyz, bbMinArray[id].xyz, bbMaxArray[id].xyz);
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cubeN.z *=-1;
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//return TORQUE_TEXCUBEARRAYLOD(irradianceCubemapAR,cubeN,id,0).xyz;
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return TORQUE_TEXCUBELOD(irradianceCubemapAR,float4(cubeN,0)).xyz;
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return TORQUE_TEXCUBEARRAYLOD(irradianceCubemapAR,cubeN,id,0).xyz;
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//return TORQUE_TEXCUBELOD(irradianceCubemapAR,float4(cubeN,0)).xyz;
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}
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float3 iblBoxSpecular(Surface surface, float3 surfToEye, TORQUE_SAMPLER2D(brdfTexture), int id)
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@ -68,8 +68,8 @@ 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].xyz, bbMinArray[id].xyz, bbMaxArray[id].xyz);
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//float3 radiance = TORQUE_TEXCUBEARRAYLOD(cubeMapAR,cubeR,id,lod).xyz * (brdf.x + brdf.y);
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float3 radiance = TORQUE_TEXCUBELOD(cubeMapAR,float4(cubeR,lod)).xyz * (brdf.x + brdf.y);
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float3 radiance = TORQUE_TEXCUBEARRAYLOD(cubeMapAR,cubeR,id,lod).xyz * (brdf.x + brdf.y);
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//float3 radiance = TORQUE_TEXCUBELOD(cubeMapAR,float4(cubeR,lod)).xyz * (brdf.x + brdf.y);
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return radiance;
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}
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@ -79,8 +79,8 @@ float defineBoxSpaceInfluence(Surface surface, int id)
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float tempAttenVal = 3.5; //replace with per probe atten
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float3 surfPosLS = mul( worldToObjArray[id], float4(surface.P,1.0)).xyz;
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float3 boxMinLS = inProbePosArray[id].xyz-(float3(1,1,1)*radius[0]);
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float3 boxMaxLS = inProbePosArray[id].xyz+(float3(1,1,1)*radius[0]);
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float3 boxMinLS = inProbePosArray[id].xyz-(float3(1,1,1)*radius[0].x);
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float3 boxMaxLS = inProbePosArray[id].xyz+(float3(1,1,1)*radius[0].x);
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float boxOuterRange = length(boxMaxLS - boxMinLS);
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float boxInnerRange = boxOuterRange / tempAttenVal;
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@ -147,7 +147,7 @@ float4 main( PFXVertToPix IN ) : SV_TARGET
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float finalSum = blendSum;
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return TORQUE_TEX2D(colorBuffer, IN.uv0.xy);
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//return TORQUE_TEX2D(colorBuffer, IN.uv0.xy);
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//return float4(surface.N,1);
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//return float4(1,1,1, 1);
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//return float4(finalSum,finalSum,finalSum, 1);
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@ -155,7 +155,7 @@ float4 main( PFXVertToPix IN ) : SV_TARGET
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// Normalize blendVal
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if (blendSum == 0.0f) // Possible with custom weight
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{
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blendSum = 1.0f;
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//blendSum = 1.0f;
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}
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float invBlendSumWeighted = 1.0f / blendSum;
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