shift capturing from a globalMacro to a sceneRenderstate S32

lets us ditch shader recompilation so that can be done on the fly without hitches, though does cost us a per-shader const for objects and postfx
This commit is contained in:
AzaezelX 2024-04-16 13:51:41 -05:00
parent 71e0626ec2
commit fe26ffc375
13 changed files with 69 additions and 101 deletions

View file

@ -24,6 +24,7 @@
#include "./brdf.glsl"
uniform float maxProbeDrawDistance;
uniform int isCapturing;
#ifndef TORQUE_SHADERGEN
#line 27
@ -54,10 +55,6 @@ uniform vec4 albedo;
#define MAX_FORWARD_LIGHT 4
#ifndef CAPTURING
#define CAPTURING 0
#endif
#ifndef DEBUGVIZ_ATTENUATION
#define DEBUGVIZ_ATTENUATION 0
#endif
@ -237,32 +234,28 @@ vec3 evaluateStandardBRDF(Surface surface, SurfaceToLight surfaceToLight)
float D = D_GGX(surfaceToLight.NdotH, surface.linearRoughnessSq);
vec3 Fr = D * F * Vis;
#if CAPTURING == 1
return mix(Fd + Fr, surface.baseColor.rgb, surface.metalness);
#else
return Fd + Fr;
#endif
if(isCapturing == 1)
return mix(Fd + Fr, surface.baseColor.rgb, surface.metalness);
else
return Fd + Fr;
}
vec3 getDirectionalLight(Surface surface, SurfaceToLight surfaceToLight, vec3 lightColor, float lightIntensity, float shadow)
{
#if CAPTURING == 1
float lightfloor = CAPTURE_LIGHT_FLOOR;
#else
float lightfloor = 0.0;
#endif
if(isCapturing != 1)
lightfloor = 0.0;
vec3 factor = lightColor * max(surfaceToLight.NdotL * shadow * lightIntensity, lightfloor);
return evaluateStandardBRDF(surface,surfaceToLight) * factor;
}
vec3 getPunctualLight(Surface surface, SurfaceToLight surfaceToLight, vec3 lightColor, float lightIntensity, float radius, float shadow)
{
#if CAPTURING == 1
float lightfloor = CAPTURE_LIGHT_FLOOR;
#else
float lightfloor = 0.0;
#endif
if(isCapturing != 1)
lightfloor = 0.0;
float attenuation = getDistanceAtt(surfaceToLight.Lu, radius);
vec3 factor = lightColor * max(surfaceToLight.NdotL * shadow * lightIntensity * attenuation, lightfloor);
return evaluateStandardBRDF(surface,surfaceToLight) * factor;
@ -270,11 +263,10 @@ vec3 getPunctualLight(Surface surface, SurfaceToLight surfaceToLight, vec3 light
vec3 getSpotlight(Surface surface, SurfaceToLight surfaceToLight, vec3 lightColor, float lightIntensity, float radius, vec3 lightDir, vec2 lightSpotParams, float shadow)
{
#if CAPTURING == 1
float lightfloor = CAPTURE_LIGHT_FLOOR;
#else
float lightfloor = 0.0;
#endif
if(isCapturing != 1)
lightfloor = 0.0;
float attenuation = 1.0f;
attenuation *= getDistanceAtt(surfaceToLight.Lu, radius);
attenuation *= getSpotAngleAtt(-surfaceToLight.L, lightDir, lightSpotParams.xy);
@ -567,11 +559,11 @@ vec4 computeForwardProbes(Surface surface,
float horizonOcclusion = 1.3;
float horizon = saturate( 1 + horizonOcclusion * dot(surface.R, surface.N));
horizon *= horizon;
#if CAPTURING == 1
return vec4(mix((irradiance + specular* horizon),surface.baseColor.rgb,surface.metalness),0);
#else
return vec4((irradiance + specular* horizon) , 0);//alpha writes disabled
#endif
if(isCapturing == 1)
return vec4(mix((irradiance + specular* horizon),surface.baseColor.rgb,surface.metalness),0);
else
return vec4((irradiance + specular* horizon) , 0);//alpha writes disabled
}
vec4 debugVizForwardProbes(Surface surface,

View file

@ -27,6 +27,7 @@
//globals
uniform float3 eyePosWorld;
uniform float maxProbeDrawDistance;
uniform int isCapturing;
#ifndef TORQUE_SHADERGEN
// These are the uniforms used by most lighting shaders.
@ -56,10 +57,6 @@ uniform float4 albedo;
#define MAX_FORWARD_LIGHT 4
#ifndef CAPTURING
#define CAPTURING 0
#endif
#ifndef DEBUGVIZ_ATTENUATION
#define DEBUGVIZ_ATTENUATION 0
#endif
@ -238,32 +235,28 @@ float3 evaluateStandardBRDF(Surface surface, SurfaceToLight surfaceToLight)
float D = D_GGX(surfaceToLight.NdotH, surface.linearRoughnessSq);
float3 Fr = D * F * Vis;
#if CAPTURING == 1
return lerp(Fd + Fr,surface.baseColor.rgb,surface.metalness);
#else
return Fd + Fr;
#endif
if(isCapturing == 1)
return lerp(Fd + Fr,surface.baseColor.rgb,surface.metalness);
else
return Fd + Fr;
}
float3 getDirectionalLight(Surface surface, SurfaceToLight surfaceToLight, float3 lightColor, float lightIntensity, float shadow)
{
#if CAPTURING == 1
float lightfloor = CAPTURE_LIGHT_FLOOR;
#else
float lightfloor = 0.0;
#endif
if(isCapturing != 1)
lightfloor = 0.0;
float3 factor = lightColor * max(surfaceToLight.NdotL* shadow * lightIntensity, lightfloor) ;
return evaluateStandardBRDF(surface,surfaceToLight) * factor;
}
float3 getPunctualLight(Surface surface, SurfaceToLight surfaceToLight, float3 lightColor, float lightIntensity, float radius, float shadow)
{
#if CAPTURING == 1
float lightfloor = CAPTURE_LIGHT_FLOOR;
#else
float lightfloor = 0.0;
#endif
if(isCapturing != 1)
lightfloor = 0.0;
float attenuation = getDistanceAtt(surfaceToLight.Lu, radius);
float3 factor = lightColor * max(surfaceToLight.NdotL* shadow * lightIntensity * attenuation, lightfloor) ;
return evaluateStandardBRDF(surface,surfaceToLight) * factor;
@ -271,11 +264,10 @@ float3 getPunctualLight(Surface surface, SurfaceToLight surfaceToLight, float3 l
float3 getSpotlight(Surface surface, SurfaceToLight surfaceToLight, float3 lightColor, float lightIntensity, float radius, float3 lightDir, float2 lightSpotParams, float shadow)
{
#if CAPTURING == 1
float lightfloor = CAPTURE_LIGHT_FLOOR;
#else
float lightfloor = 0.0;
#endif
if(isCapturing != 1)
lightfloor = 0.0;
float attenuation = 1.0f;
attenuation *= getDistanceAtt(surfaceToLight.Lu, radius);
attenuation *= getSpotAngleAtt(-surfaceToLight.L, lightDir, lightSpotParams.xy);
@ -573,11 +565,11 @@ float4 computeForwardProbes(Surface surface,
float horizonOcclusion = 1.3;
float horizon = saturate( 1 + horizonOcclusion * dot(surface.R, surface.N));
horizon *= horizon;
#if CAPTURING == 1
return float4(lerp((irradiance + specular* horizon),surface.baseColor.rgb,surface.metalness),0);
#else
return float4((irradiance + specular* horizon) , 0);//alpha writes disabled
#endif
if(isCapturing == 1)
return float4(lerp((irradiance + specular* horizon),surface.baseColor.rgb,surface.metalness),0);
else
return float4((irradiance + specular* horizon) , 0);//alpha writes disabled
}
float4 debugVizForwardProbes(Surface surface,

View file

@ -222,9 +222,9 @@ void main()
float horizonOcclusion = 1.3;
float horizon = saturate( 1 + horizonOcclusion * dot(surface.R, surface.N));
horizon *= horizon;
#if CAPTURING == 1
OUT_col = vec4(mix((irradiance + specular* horizon),surface.baseColor.rgb, surface.metalness),0);
#else
OUT_col = vec4((irradiance + specular* horizon)*ambientColor, 0);//alpha writes disabled
#endif
if(isCapturing == 1)
OUT_col = vec4(mix((irradiance + specular* horizon),surface.baseColor.rgb, surface.metalness),0);
else
OUT_col = vec4((irradiance + specular* horizon)*ambientColor, 0);//alpha writes disabled
}

View file

@ -208,9 +208,9 @@ float4 main(PFXVertToPix IN) : SV_TARGET
float horizonOcclusion = 1.3;
float horizon = saturate( 1 + horizonOcclusion * dot(surface.R, surface.N));
horizon *= horizon;
#if CAPTURING == 1
return float4(lerp((irradiance + specular* horizon), surface.baseColor.rgb,surface.metalness),0);
#else
return float4((irradiance + specular* horizon)*ambientColor, 0);//alpha writes disabled
#endif
if(isCapturing == 1)
return float4(lerp((irradiance + specular* horizon), surface.baseColor.rgb,surface.metalness),0);
else
return float4((irradiance + specular* horizon)*ambientColor, 0);//alpha writes disabled
}